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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=JasonMel</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=JasonMel"/>
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	<updated>2026-05-27T17:45:18Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Swimmer&amp;diff=299067</id>
		<title>Talk:Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Swimmer&amp;diff=299067"/>
		<updated>2024-04-17T00:24:46Z</updated>

		<summary type="html">&lt;p&gt;JasonMel: &amp;quot;Everyone&amp;quot; is stunned?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In version 50.12, I just had a dwarf fall one z-level into 7/7 water when river ice melted underneath him. He had no swimming experience, not even dabbling, but got out on his own with no ill effects. Dwarf Therapist, which I use only as a reader, reports 2/500 swimming experience after leaving the river. The ice had ended in an ice wall face a few tiles downstream where I had created a new channel for the melt water, so he was not in 7/7 for a long time, maybe only 20 ticks or so. Also, he is &amp;quot;indefatigable and strong.&amp;quot; But there was never a tick where he was stunned or drowning. He just calmly suspended the construction job he was working on. So I question whether dwarves with &amp;quot;no experience as Swimmers will start drowning immediately upon contact with deep surface water&amp;quot; and &amp;quot;everyone is stunned by falling into water&amp;quot; as stated in the article. [[User:JasonMel|JasonMel]] ([[User talk:JasonMel|talk]]) 00:24, 17 April 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>JasonMel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=299048</id>
		<title>Work orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=299048"/>
		<updated>2024-04-14T16:22:28Z</updated>

		<summary type="html">&lt;p&gt;JasonMel: /* Frequency */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
[[File:work_orders_sprite_preview.png|right]]'''Work orders''' are an advanced feature of [[Workshop#Management|Workshop Management]] that becomes available with a [[Manager]]. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The work order screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the work order menu button (the clipboard icon in the bottom left). Keyboard shortcut : {{Menu icon|o}}&lt;br /&gt;
&lt;br /&gt;
==Work Order Conditions==&lt;br /&gt;
[[File:Work order premium.png|thumb|300px|right|A busy fortress' work order menu.]]Work Order Conditions are incredibly versatile and equal parts daunting. There are various options that can be selected as conditions:&lt;br /&gt;
===Frequency===&lt;br /&gt;
This determines whether and how often the work order will repeat. If no conditions have been selected, the options are:&lt;br /&gt;
&lt;br /&gt;
* One-time order&lt;br /&gt;
* Restarts if completed, checked daily&lt;br /&gt;
* Restarts if completed, checked monthly&lt;br /&gt;
* Restarts if completed, checked seasonally&lt;br /&gt;
* Restarts if completed, checked yearly&lt;br /&gt;
&lt;br /&gt;
If there are conditions, the options are:&lt;br /&gt;
* One-time order, conditions checked daily&lt;br /&gt;
* One-time order, conditions checked monthly&lt;br /&gt;
* One-time order, conditions checked seasonally&lt;br /&gt;
* One-time order, conditions checked yearly&lt;br /&gt;
* Restarts if completed, conditions checked daily&lt;br /&gt;
* Restarts if completed, conditions checked monthly&lt;br /&gt;
* Restarts if completed, conditions checked seasonally&lt;br /&gt;
* Restarts if completed, conditions checked yearly&lt;br /&gt;
&lt;br /&gt;
===Item Condition===&lt;br /&gt;
&lt;br /&gt;
By far the most complex condition, and the most common one used.&lt;br /&gt;
&lt;br /&gt;
Each Item condition has a set of parameters:&lt;br /&gt;
&lt;br /&gt;
* Amount&lt;br /&gt;
* Equality&lt;br /&gt;
* Type&lt;br /&gt;
* Material&lt;br /&gt;
* Adjective&lt;br /&gt;
&lt;br /&gt;
Unless specifically stated, the Type, Materials and Adjectives default to 'Any' &lt;br /&gt;
&lt;br /&gt;
====Amount and Equality====&lt;br /&gt;
The part of the condition that states when it is true or false. Amount is the number it activates on, equality is one of the following:&lt;br /&gt;
&lt;br /&gt;
* At Least (At Least 5 will activate on 5 or more)&lt;br /&gt;
* At Most (At Most 5 will activate on 5 or less)&lt;br /&gt;
* Greater Than (Greater Than 5 will activate on 6 or more)&lt;br /&gt;
* Less Than (Less Than 5 will activate on 4 or less)&lt;br /&gt;
* Exactly (Exactly 5 will activate on only 5)&lt;br /&gt;
* Not (Not 5 will activate on any number other than 5)&lt;br /&gt;
&lt;br /&gt;
====Type====&lt;br /&gt;
&lt;br /&gt;
The type of object. Examples include Thread, Bar, Cloth, Breastplate, Stone, Fish, Plants.&lt;br /&gt;
&lt;br /&gt;
====Material====&lt;br /&gt;
&lt;br /&gt;
The exact material an object is made from. Examples include Yak Tallow, Cat Soap, Hide Root Plant, Hide Root Seed, Steel, Hematite.&lt;br /&gt;
&lt;br /&gt;
====Adjectives====&lt;br /&gt;
&lt;br /&gt;
A bunch of definitions for items that range from the 'type' of material (e.g. Yarn, which includes Sheep, Alpaca and Llama wool) to the state of the object (e.g. Empty, for an Empty bag or Empty Barrel). An Item can have multiple adjectives. Adjectives can be very powerful, but are also not entirely obvious what they are. Some useful Adjectives, examples of items with said adjectives, and uses of said adjectives are listed below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Adjective !! Example !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| Aluminium-bearing items || Native Aluminium || Same as using 'Native Aluminium' material&lt;br /&gt;
|-&lt;br /&gt;
| Ammo items || Arrows, Bolts || For checking if you have some Ammo available. Useful in bolts automation.&lt;br /&gt;
|- &lt;br /&gt;
| Bag-processable items ||  || For the &amp;quot;Process plant to bag&amp;quot; order&lt;br /&gt;
|-&lt;br /&gt;
| Bismuth-bearing items|| Bismuthinite || Same as using 'Bismuthinite' material&lt;br /&gt;
|-&lt;br /&gt;
| Bone items || Yak Bone, Elf Bone, Horse Bone || For checking you have bones before doing bone crafts or making bone bolts. Can also be used to set a minimum number of bone bolts you want &lt;br /&gt;
|-&lt;br /&gt;
| Clay items || Fire Clay stone, Clay Loam Mug || Useful in combination with 'Stone' type to check how much Clay you have available &lt;br /&gt;
|-&lt;br /&gt;
| Cookable items || Turkey Egg, Pig Meat, Plump Helmet || Used for checking if you have enough items to make roasts&lt;br /&gt;
|-&lt;br /&gt;
| Copper-bearing items || Tetrahedrite, Malachite || Used for checking if you have copper ores for making alloy metals out of ores&lt;br /&gt;
|-&lt;br /&gt;
|Dye Items || Dimple Cup Dye, Hide Root Dye || Used for checking for dye for dye jobs, can be used to set a condition on 'mill plants' jobs&lt;br /&gt;
|-&lt;br /&gt;
|Dyable items || Pig Tail Cloth, Cave Spider Silk Thread || Used for checking for items to dye with dye jobs&lt;br /&gt;
|-&lt;br /&gt;
|Dyed items || Pig Tail Cloth, Cave Spider Silk Thread || Used for checking how much dyed items exist&lt;br /&gt;
|-&lt;br /&gt;
|Empty items || Leather Bag, Large Green Glass Pot || Useful for checking for barrels for brew jobs, and checking for empty bags for jobs that require bags to store objects in&lt;br /&gt;
|-&lt;br /&gt;
|Fat items || Pig Fat, Yak Fat, Crundle Fat || The adjective for fat that gets turned into Tallow&lt;br /&gt;
|- &lt;br /&gt;
|Flux items || Chalk Stone, Limestone Stone || Used in Steel and Pig Iron creation&lt;br /&gt;
|-&lt;br /&gt;
|Food Storage items || Large Gabbro Pot, Oak Barrel || Listed twice in adjectives, unknown why or what difference there is between the two&lt;br /&gt;
|-&lt;br /&gt;
|Glass items || Green Glass Goblet, Raw Clear Glass || Can be used when cutting raw glass into gems to get a set number of glass gems&lt;br /&gt;
|-&lt;br /&gt;
|Glazable items || Stoneware Large Pot || Used for checking if there's items to glaze&lt;br /&gt;
|-&lt;br /&gt;
|Glaze items || || Used for checking there's items to glaze clay items with&lt;br /&gt;
|-&lt;br /&gt;
|Gold-bearing items || Gold Nuggets || Same as using 'Gold Nugget' material&lt;br /&gt;
|- &lt;br /&gt;
|Hair/wool items || Yak Thread, Horse Thread || Not the same as Yarn items. Can be used for suturing, but not turned into cloth&lt;br /&gt;
|-&lt;br /&gt;
|Horn items || Yak Horn || Used for checking items required to make horn crafts&lt;br /&gt;
|-&lt;br /&gt;
|Iron-bearing items || Hematite, Magnetite || Better to use the specific ores, unless you want to make rock objects out of iron containing ore.&lt;br /&gt;
|-&lt;br /&gt;
|Ivory/tooth items || || Used for ivory crafts and decorating items with teeth.&lt;br /&gt;
|-&lt;br /&gt;
|Lead bearing items || Galena || Same as using Galena material&lt;br /&gt;
|-&lt;br /&gt;
|Lye-bearing items || || Used for checking amount of lye for soap and potash creation&lt;br /&gt;
|-&lt;br /&gt;
|Lye/milk-free items || Willow Bucket || Used for getting milk and lye, can also use Empty adjective&lt;br /&gt;
|-&lt;br /&gt;
|Melt-designated items || || Used for checking if there's enough melt-designated objects for 'melt a metal object' order&lt;br /&gt;
|-&lt;br /&gt;
|Milk items || Yak Milk || Used for making cheese, can check how much milk you have for milk jobs&lt;br /&gt;
|-&lt;br /&gt;
| Milkable items || Purring Maggots || Only for milking Purring Maggots. Cows are not milkable items.&lt;br /&gt;
|-&lt;br /&gt;
| Millable items || Hide root plant, Cave Wheat plant || For milling at a quern&lt;br /&gt;
|-&lt;br /&gt;
| Nickel-bearing items || Garnierite || Same as using material Garnierite&lt;br /&gt;
|-&lt;br /&gt;
| Non-pressed || Pig Tail Paper Slurry Glob || Used on Plant Slurry to Sheet jobs, can be added to Mash Plant jobs to limit how many Plant Slurry Globs are made&lt;br /&gt;
|-&lt;br /&gt;
| Oil-bearing items || || Used in soap making from oil&lt;br /&gt;
|-&lt;br /&gt;
| Paper-slurry || Pig Tail Paper Slurry Glob || Used on Plant Slurry to Sheet jobs, can be added to Mash Plant jobs to limit how many Plant Slurry Globs are made&lt;br /&gt;
|-&lt;br /&gt;
| Paper-slurryable || Pig Tail, Rope Reed || Used in Mash plant into slurry order, for checking if plants are available for making slurry&lt;br /&gt;
|-&lt;br /&gt;
| Plant items || Hemp, Hide Root, Sweet Pod, Pig Tail Cloth || Useful for cloth orders. Can check if an item is made of plant cloth through this adjective&lt;br /&gt;
|- &lt;br /&gt;
| Processable (to barrel) items || || Used for the Process to Barrel order&lt;br /&gt;
|-&lt;br /&gt;
| Processable (to vial) items || || Used for the Process to vial items&lt;br /&gt;
|-&lt;br /&gt;
| Renderable items || ||&lt;br /&gt;
|-&lt;br /&gt;
| Sand-bearing items || Red Sand Bag || Not to be confused with Sand items, which only selects the sand in a bag. For jobs to collect Sand, Sand-bearing items is the one that works&lt;br /&gt;
|-&lt;br /&gt;
| Shell items || ||&lt;br /&gt;
|-&lt;br /&gt;
| Silk items || || Useful for cloth orders. Can check if an item is made of silk cloth through this adjective&lt;br /&gt;
|-&lt;br /&gt;
| Silver-bearing items || Galena Ore || Used for making alloys with Silver&lt;br /&gt;
|-&lt;br /&gt;
| Soap items || || Can be added to type Bars to check for amount of soap&lt;br /&gt;
|-&lt;br /&gt;
| Tallow items || || Used for checking if there's enough tallow for soap making jobs&lt;br /&gt;
|-&lt;br /&gt;
| Tin-bearing items || Cassiterite Ore || same as Cassiterite Material&lt;br /&gt;
|-&lt;br /&gt;
| Unimproved items || Any item without encrusting || In theory could be used for checking if there's items available to be encrusted&lt;br /&gt;
|-&lt;br /&gt;
| Written-on items || Written on Quire || Used for checking a quire is ready to be bound into a codex&lt;br /&gt;
|-&lt;br /&gt;
| Yarn items || Alpaca Wool Bag, Sheep wool thread ||  Useful for cloth orders. Can check if an item is made of yarn cloth through this adjective&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Work Order Dependency===&lt;br /&gt;
This creates a condition where the second work order (the one being created) will only activate if the first work order (the one selected as a condition) either is completed or activated.&lt;br /&gt;
&lt;br /&gt;
==Work Order Examples==&lt;br /&gt;
&lt;br /&gt;
Most work orders that a fortress will need are simple to create, but certain options that a fortress may want are more finicky to create. A set of example work orders for common needs are collated below.&lt;br /&gt;
&lt;br /&gt;
===Process Plants (Plant Thread) with a maximum Plant Thread condition===&lt;br /&gt;
&lt;br /&gt;
This work order will keep a minimum of 20 plant thread, and activate when there are greater than 5 processable plants available.&lt;br /&gt;
&lt;br /&gt;
# Create a 'Process Plants' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
# Ingredients Condition:&lt;br /&gt;
## In conditions, add the suggested condition 'unrotten processable plants'.&lt;br /&gt;
## adjust the number to be how many plants minimum you want available - in this case, 5 plants minimum will mean this activates only when all 5 process plants tasks can be accomplished.&lt;br /&gt;
# Plant Thread Condition:&lt;br /&gt;
## Add a Condition to the Work Order.&lt;br /&gt;
## Change Type to 'Thread'.&lt;br /&gt;
## Change Adj to 'Plant items'.&lt;br /&gt;
## Set the number to the maximum Plant Thread you want from this order - in this case, 20.&lt;br /&gt;
## Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'less than 20'.&lt;br /&gt;
&lt;br /&gt;
===Collect Sand if there is not enough sand===&lt;br /&gt;
&lt;br /&gt;
This work order will activate if there are at least 5 empty bags, and if there are less than 20 bags of sand.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Sand' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
#Empty Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to Bag (specifically 'Bag', not any other sort of bag that has been procedurally generated for instruments).&lt;br /&gt;
##Set the Adjective of the item to 'Empty items'.&lt;br /&gt;
##Set the amount on the bag condition to 5.&lt;br /&gt;
#Sand Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Adjective of the item to 'Sand-Bearing Item'.&lt;br /&gt;
##Set the amount on the sand bearing item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'less than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Clay if there is not enough clay===&lt;br /&gt;
&lt;br /&gt;
A work order that will collect clay if there's less than 20 clay available.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Clay' work order.&lt;br /&gt;
#Clay Condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to 'Stones'.&lt;br /&gt;
##Set the Adjective of the item to 'Clay items'.&lt;br /&gt;
##Set the amount on the Clay Stones item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'less than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Make Steel Bars automatically===&lt;br /&gt;
&lt;br /&gt;
Using two repeating work orders, steel can be set to automatically be created. In this case the order will make 20 steel bars if there are less than 40 steel bars.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make Pig Iron Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Pig Iron Bars Conditions:&lt;br /&gt;
##Under suggested Conditions, select Pig Iron Bars, Iron Bars, Flux Stones, and Refined Coal conditions.&lt;br /&gt;
##For Pig Iron Bars, change the Material to 'Steel'. This will change this condition to be based on how much Steel the fortress has. Set the amount on this to 40.&lt;br /&gt;
##Set Iron Bars, Flux Stones, and Refined Coal conditions to be '''20'''. This will be the amount of ingredients needed to do 10 Pig Iron bar orders, and then 10 Steel bar orders.&lt;br /&gt;
#Create a 'Make Steel Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Steel Bars Conditions:&lt;br /&gt;
##Select 'Make the activation of the work order depend on the status of another work order'. From this list, select the Pig Iron Bars work order that was already created.&lt;br /&gt;
##Press 'Change the frequency that the conditions are checked' once, to make the steel bars order repeat upon completion.&lt;br /&gt;
#(Optional, makes things smoother) When the pig iron bars work order activates, add a 'Make the activation of the work order depend on the status of another work order' condition to the Pig Iron Bars work order, to require the Steel bars order to be completed. This will make the two orders loop on each other.&lt;br /&gt;
&lt;br /&gt;
===Make Full Suits of Armor===&lt;br /&gt;
Using a repeating order and some clever dependencies, metals can be automatically turned into full suits of armor without an excess number of *«+steel greaves+»*:&lt;br /&gt;
&lt;br /&gt;
#Create a 'Forge' work order, such as 'Forge Steel Breastplate'. Set the amount to 1. This will be the first job used to activate the others&lt;br /&gt;
##Under the suggested conditions, select the Bars condition, such as Steel Bars for the above Forge Steel Breastplate. Set the amount at 'at least 13'. You'll have to catch this job while it's running, below, so it's recommended to start with an amount you already have. You'll be revisiting this number later, but 13 should cover any viable kit and then some.&lt;br /&gt;
#For each other armor piece, Create a 'Forge' job. Set the amount to 1. Boots and gauntlets are made in pairs, so don't worry about adjusting for those jobs&lt;br /&gt;
##Under the conditions, make the job depend on the first. Set to 'When Activated'. This will ensure that multiple forges can make each item in parallel&lt;br /&gt;
##Set the job to repeat, since depending on another work order does ''not'' automatically make the job repeatable.&lt;br /&gt;
##Not all civilizations have access to all pieces of armor, such as High Boots, so you may have to adjust your ideal suit accordingly. See [[Armor]] for a full list of recommended coverage and bar costs.&lt;br /&gt;
#Optionally, add a job for Forging a weapon to go with the suit of armor. '''This is not recommended to leave up indefinitely''', as [[Weapon|weapon usefulness varies so greatly as to make it more viable to have squadrons outfitted with differing weaponry]]. If you must do it this way, use Steel Battleaxes&lt;br /&gt;
#While the first set of armour is being made, '''before any of them complete''', edit the first job.&lt;br /&gt;
##Make it depend on each other job in the suit. Leave these conditions 'When Completed.' This will ensure the first job does not continue running because there's &amp;quot;enough&amp;quot; metal when that metal is going towards other pieces in the same suit.&lt;br /&gt;
##Adjust the trigger amount at least cover a full kit. This will avoid cancellation spam.&lt;br /&gt;
##Adjust the trigger amount higher if you want to keep some material in reserve or keep weapons on a separate set of jobs.&lt;br /&gt;
##Add further conditions if you're mixing materials, such as leather caps or bronze greaves.&lt;br /&gt;
&lt;br /&gt;
===Shearing animals===&lt;br /&gt;
&lt;br /&gt;
Animals with wool can be sheared roughly every 300 days. Creating a work order that runs each year will mean the animals get sheared whenever they are able to be sheared.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Shear Animal' work order. Set the number to the number of shearable adults in the fortress.&lt;br /&gt;
#On the Shear Animal Order, go into conditions and press 'Change the frequency that the conditions are checked' until the order is set to 'Restarts if completed, checked yearly'.&lt;br /&gt;
#(Optional) Shear Animal Conditions:&lt;br /&gt;
##Add an item condition.&lt;br /&gt;
##Set the type to 'Thread'.&lt;br /&gt;
##Set the Adjective to 'Yarn items'.&lt;br /&gt;
##Set the amount to the maximum yarn thread wanted (&amp;lt;x&amp;gt;).&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most &amp;lt;x&amp;gt;' or 'less than &amp;lt;x&amp;gt;'.&lt;br /&gt;
#Create a 'Spin Thread' work order. Set the amount to 5.&lt;br /&gt;
#Spin Thread Conditions:&lt;br /&gt;
##Under Spin Thread Suggested Conditions, select 'Amount of unrotten hair/wool body part'.&lt;br /&gt;
##Set the amount to 5. &lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at least &amp;lt;x&amp;gt;'. This will mean if there are exactly 5 wool body parts it will activate, whereas if the condition is left on 'greater than' it will not.&lt;br /&gt;
&lt;br /&gt;
===Make Soap bars===&lt;br /&gt;
&lt;br /&gt;
Creating Soap if there is not enough soap. In this case, the minimum soap required is 20, and uses Tallow. The same applies to Oil based soap.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make soap from tallow' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'amount of bars', and 'unrotten tallow fatty glob'.&lt;br /&gt;
#Set 'amount of bars' to be 20, and 'unrotten tallow fatty glob' to 5.&lt;br /&gt;
#Select the adjective of 'amount of bars' to be 'Soap items'.&lt;br /&gt;
#Create a new Item condition, set the amount to 5.&lt;br /&gt;
#Set the Material of the new item condition to 'Lye'.&lt;br /&gt;
#Set the Type of the new item condition to 'Liquid'.&lt;br /&gt;
&lt;br /&gt;
===Make bone bolts===&lt;br /&gt;
&lt;br /&gt;
Creating bone bolts if you do not have 50 bone bolts, and have at least 5 bones.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make bone bolts' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'bolts' and 'unrotten bone body part'.&lt;br /&gt;
#Set the amount on 'unrotten bone body part' to 5.&lt;br /&gt;
#Set the amount on 'bolts' to 50.&lt;br /&gt;
#Add the adjective 'Bone items' to the 'bolts' condition.&lt;br /&gt;
&lt;br /&gt;
===Make wooden furniture based on amount of wooden furniture available===&lt;br /&gt;
&lt;br /&gt;
For creating a variety of wooden furniture not of a specific material, the Plant adjective can be used to check that a certain amount of wood furniture has been created. This example talks about Tables, but this can be applied to any wooden item.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make wooden table' work order.&lt;br /&gt;
#From suggested conditions, select 'Amount of tables'.&lt;br /&gt;
#On the 'Amount of Tables' condition, add the 'Plant items' adjective.&lt;br /&gt;
&lt;br /&gt;
==Bugs/Finicky UI==&lt;br /&gt;
===Adjectives===&lt;br /&gt;
When changing the adjective of an item condition in a work order, because you can select multiple adjectives there is no automatic return to the work order conditions. To leave, you will want to Right-Click, which'll take you back to the Work Order menu, and then select the work order you're working on again.&lt;br /&gt;
&lt;br /&gt;
====Missing adjectives====&lt;br /&gt;
* [[Size]]: There is no adjective for which creature type wearable items are sized for.&lt;br /&gt;
* [[Wear]]: There is no adjective for wear level of items.&lt;br /&gt;
* Some adjectives can only be used on certain orders. {{bug|10372}} {{bug|12622}}&lt;br /&gt;
&lt;br /&gt;
===Materials===&lt;br /&gt;
A new bug with v.50 is when selecting a material type for a job. If you select a material type but do not do it fast enough or pause the game and the job is confirmed by the manager before you change it then any material will be used for the job instead of the restricted material. An example is when setting up a job to make only rock salt doors but you do not select rock salt before the job is confirmed or you go back later and decide you only want rock salt doors, the material type is not respected and any stone will continue to be used until you cancel the order.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Manager]]&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>JasonMel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=299047</id>
		<title>Work orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=299047"/>
		<updated>2024-04-14T16:18:00Z</updated>

		<summary type="html">&lt;p&gt;JasonMel: /* Frequency Condition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
[[File:work_orders_sprite_preview.png|right]]'''Work orders''' are an advanced feature of [[Workshop#Management|Workshop Management]] that becomes available with a [[Manager]]. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The work order screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the work order menu button (the clipboard icon in the bottom left). Keyboard shortcut : {{Menu icon|o}}&lt;br /&gt;
&lt;br /&gt;
==Work Order Conditions==&lt;br /&gt;
[[File:Work order premium.png|thumb|300px|right|A busy fortress' work order menu.]]Work Order Conditions are incredibly versatile and equal parts daunting. There are various options that can be selected as conditions:&lt;br /&gt;
===Frequency Condition===&lt;br /&gt;
This determines whether and how often the work order will repeat. If no conditions have been selected, the options are:&lt;br /&gt;
&lt;br /&gt;
* One-time order&lt;br /&gt;
* Restarts if completed, checked daily&lt;br /&gt;
* Restarts if completed, checked monthly&lt;br /&gt;
* Restarts if completed, checked seasonally&lt;br /&gt;
* Restarts if completed, checked yearly&lt;br /&gt;
&lt;br /&gt;
If there are conditions, the options are:&lt;br /&gt;
* One-time order, conditions checked daily&lt;br /&gt;
* One-time order, conditions checked monthly&lt;br /&gt;
* One-time order, conditions checked seasonally&lt;br /&gt;
* One-time order, conditions checked yearly&lt;br /&gt;
* Restarts if completed, conditions checked daily&lt;br /&gt;
* Restarts if completed, conditions checked monthly&lt;br /&gt;
* Restarts if completed, conditions checked seasonally&lt;br /&gt;
* Restarts if completed, conditions checked yearly&lt;br /&gt;
&lt;br /&gt;
===Item Condition===&lt;br /&gt;
&lt;br /&gt;
By far the most complex condition, and the most common one used.&lt;br /&gt;
&lt;br /&gt;
Each Item condition has a set of parameters:&lt;br /&gt;
&lt;br /&gt;
* Amount&lt;br /&gt;
* Equality&lt;br /&gt;
* Type&lt;br /&gt;
* Material&lt;br /&gt;
* Adjective&lt;br /&gt;
&lt;br /&gt;
Unless specifically stated, the Type, Materials and Adjectives default to 'Any' &lt;br /&gt;
&lt;br /&gt;
====Amount and Equality====&lt;br /&gt;
The part of the condition that states when it is true or false. Amount is the number it activates on, equality is one of the following:&lt;br /&gt;
&lt;br /&gt;
* At Least (At Least 5 will activate on 5 or more)&lt;br /&gt;
* At Most (At Most 5 will activate on 5 or less)&lt;br /&gt;
* Greater Than (Greater Than 5 will activate on 6 or more)&lt;br /&gt;
* Less Than (Less Than 5 will activate on 4 or less)&lt;br /&gt;
* Exactly (Exactly 5 will activate on only 5)&lt;br /&gt;
* Not (Not 5 will activate on any number other than 5)&lt;br /&gt;
&lt;br /&gt;
====Type====&lt;br /&gt;
&lt;br /&gt;
The type of object. Examples include Thread, Bar, Cloth, Breastplate, Stone, Fish, Plants.&lt;br /&gt;
&lt;br /&gt;
====Material====&lt;br /&gt;
&lt;br /&gt;
The exact material an object is made from. Examples include Yak Tallow, Cat Soap, Hide Root Plant, Hide Root Seed, Steel, Hematite.&lt;br /&gt;
&lt;br /&gt;
====Adjectives====&lt;br /&gt;
&lt;br /&gt;
A bunch of definitions for items that range from the 'type' of material (e.g. Yarn, which includes Sheep, Alpaca and Llama wool) to the state of the object (e.g. Empty, for an Empty bag or Empty Barrel). An Item can have multiple adjectives. Adjectives can be very powerful, but are also not entirely obvious what they are. Some useful Adjectives, examples of items with said adjectives, and uses of said adjectives are listed below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Adjective !! Example !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| Aluminium-bearing items || Native Aluminium || Same as using 'Native Aluminium' material&lt;br /&gt;
|-&lt;br /&gt;
| Ammo items || Arrows, Bolts || For checking if you have some Ammo available. Useful in bolts automation.&lt;br /&gt;
|- &lt;br /&gt;
| Bag-processable items ||  || For the &amp;quot;Process plant to bag&amp;quot; order&lt;br /&gt;
|-&lt;br /&gt;
| Bismuth-bearing items|| Bismuthinite || Same as using 'Bismuthinite' material&lt;br /&gt;
|-&lt;br /&gt;
| Bone items || Yak Bone, Elf Bone, Horse Bone || For checking you have bones before doing bone crafts or making bone bolts. Can also be used to set a minimum number of bone bolts you want &lt;br /&gt;
|-&lt;br /&gt;
| Clay items || Fire Clay stone, Clay Loam Mug || Useful in combination with 'Stone' type to check how much Clay you have available &lt;br /&gt;
|-&lt;br /&gt;
| Cookable items || Turkey Egg, Pig Meat, Plump Helmet || Used for checking if you have enough items to make roasts&lt;br /&gt;
|-&lt;br /&gt;
| Copper-bearing items || Tetrahedrite, Malachite || Used for checking if you have copper ores for making alloy metals out of ores&lt;br /&gt;
|-&lt;br /&gt;
|Dye Items || Dimple Cup Dye, Hide Root Dye || Used for checking for dye for dye jobs, can be used to set a condition on 'mill plants' jobs&lt;br /&gt;
|-&lt;br /&gt;
|Dyable items || Pig Tail Cloth, Cave Spider Silk Thread || Used for checking for items to dye with dye jobs&lt;br /&gt;
|-&lt;br /&gt;
|Dyed items || Pig Tail Cloth, Cave Spider Silk Thread || Used for checking how much dyed items exist&lt;br /&gt;
|-&lt;br /&gt;
|Empty items || Leather Bag, Large Green Glass Pot || Useful for checking for barrels for brew jobs, and checking for empty bags for jobs that require bags to store objects in&lt;br /&gt;
|-&lt;br /&gt;
|Fat items || Pig Fat, Yak Fat, Crundle Fat || The adjective for fat that gets turned into Tallow&lt;br /&gt;
|- &lt;br /&gt;
|Flux items || Chalk Stone, Limestone Stone || Used in Steel and Pig Iron creation&lt;br /&gt;
|-&lt;br /&gt;
|Food Storage items || Large Gabbro Pot, Oak Barrel || Listed twice in adjectives, unknown why or what difference there is between the two&lt;br /&gt;
|-&lt;br /&gt;
|Glass items || Green Glass Goblet, Raw Clear Glass || Can be used when cutting raw glass into gems to get a set number of glass gems&lt;br /&gt;
|-&lt;br /&gt;
|Glazable items || Stoneware Large Pot || Used for checking if there's items to glaze&lt;br /&gt;
|-&lt;br /&gt;
|Glaze items || || Used for checking there's items to glaze clay items with&lt;br /&gt;
|-&lt;br /&gt;
|Gold-bearing items || Gold Nuggets || Same as using 'Gold Nugget' material&lt;br /&gt;
|- &lt;br /&gt;
|Hair/wool items || Yak Thread, Horse Thread || Not the same as Yarn items. Can be used for suturing, but not turned into cloth&lt;br /&gt;
|-&lt;br /&gt;
|Horn items || Yak Horn || Used for checking items required to make horn crafts&lt;br /&gt;
|-&lt;br /&gt;
|Iron-bearing items || Hematite, Magnetite || Better to use the specific ores, unless you want to make rock objects out of iron containing ore.&lt;br /&gt;
|-&lt;br /&gt;
|Ivory/tooth items || || Used for ivory crafts and decorating items with teeth.&lt;br /&gt;
|-&lt;br /&gt;
|Lead bearing items || Galena || Same as using Galena material&lt;br /&gt;
|-&lt;br /&gt;
|Lye-bearing items || || Used for checking amount of lye for soap and potash creation&lt;br /&gt;
|-&lt;br /&gt;
|Lye/milk-free items || Willow Bucket || Used for getting milk and lye, can also use Empty adjective&lt;br /&gt;
|-&lt;br /&gt;
|Melt-designated items || || Used for checking if there's enough melt-designated objects for 'melt a metal object' order&lt;br /&gt;
|-&lt;br /&gt;
|Milk items || Yak Milk || Used for making cheese, can check how much milk you have for milk jobs&lt;br /&gt;
|-&lt;br /&gt;
| Milkable items || Purring Maggots || Only for milking Purring Maggots. Cows are not milkable items.&lt;br /&gt;
|-&lt;br /&gt;
| Millable items || Hide root plant, Cave Wheat plant || For milling at a quern&lt;br /&gt;
|-&lt;br /&gt;
| Nickel-bearing items || Garnierite || Same as using material Garnierite&lt;br /&gt;
|-&lt;br /&gt;
| Non-pressed || Pig Tail Paper Slurry Glob || Used on Plant Slurry to Sheet jobs, can be added to Mash Plant jobs to limit how many Plant Slurry Globs are made&lt;br /&gt;
|-&lt;br /&gt;
| Oil-bearing items || || Used in soap making from oil&lt;br /&gt;
|-&lt;br /&gt;
| Paper-slurry || Pig Tail Paper Slurry Glob || Used on Plant Slurry to Sheet jobs, can be added to Mash Plant jobs to limit how many Plant Slurry Globs are made&lt;br /&gt;
|-&lt;br /&gt;
| Paper-slurryable || Pig Tail, Rope Reed || Used in Mash plant into slurry order, for checking if plants are available for making slurry&lt;br /&gt;
|-&lt;br /&gt;
| Plant items || Hemp, Hide Root, Sweet Pod, Pig Tail Cloth || Useful for cloth orders. Can check if an item is made of plant cloth through this adjective&lt;br /&gt;
|- &lt;br /&gt;
| Processable (to barrel) items || || Used for the Process to Barrel order&lt;br /&gt;
|-&lt;br /&gt;
| Processable (to vial) items || || Used for the Process to vial items&lt;br /&gt;
|-&lt;br /&gt;
| Renderable items || ||&lt;br /&gt;
|-&lt;br /&gt;
| Sand-bearing items || Red Sand Bag || Not to be confused with Sand items, which only selects the sand in a bag. For jobs to collect Sand, Sand-bearing items is the one that works&lt;br /&gt;
|-&lt;br /&gt;
| Shell items || ||&lt;br /&gt;
|-&lt;br /&gt;
| Silk items || || Useful for cloth orders. Can check if an item is made of silk cloth through this adjective&lt;br /&gt;
|-&lt;br /&gt;
| Silver-bearing items || Galena Ore || Used for making alloys with Silver&lt;br /&gt;
|-&lt;br /&gt;
| Soap items || || Can be added to type Bars to check for amount of soap&lt;br /&gt;
|-&lt;br /&gt;
| Tallow items || || Used for checking if there's enough tallow for soap making jobs&lt;br /&gt;
|-&lt;br /&gt;
| Tin-bearing items || Cassiterite Ore || same as Cassiterite Material&lt;br /&gt;
|-&lt;br /&gt;
| Unimproved items || Any item without encrusting || In theory could be used for checking if there's items available to be encrusted&lt;br /&gt;
|-&lt;br /&gt;
| Written-on items || Written on Quire || Used for checking a quire is ready to be bound into a codex&lt;br /&gt;
|-&lt;br /&gt;
| Yarn items || Alpaca Wool Bag, Sheep wool thread ||  Useful for cloth orders. Can check if an item is made of yarn cloth through this adjective&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Work Order Dependency===&lt;br /&gt;
This creates a condition where the second work order (the one being created) will only activate if the first work order (the one selected as a condition) either is completed or activated.&lt;br /&gt;
&lt;br /&gt;
==Work Order Examples==&lt;br /&gt;
&lt;br /&gt;
Most work orders that a fortress will need are simple to create, but certain options that a fortress may want are more finicky to create. A set of example work orders for common needs are collated below.&lt;br /&gt;
&lt;br /&gt;
===Process Plants (Plant Thread) with a maximum Plant Thread condition===&lt;br /&gt;
&lt;br /&gt;
This work order will keep a minimum of 20 plant thread, and activate when there are greater than 5 processable plants available.&lt;br /&gt;
&lt;br /&gt;
# Create a 'Process Plants' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
# Ingredients Condition:&lt;br /&gt;
## In conditions, add the suggested condition 'unrotten processable plants'.&lt;br /&gt;
## adjust the number to be how many plants minimum you want available - in this case, 5 plants minimum will mean this activates only when all 5 process plants tasks can be accomplished.&lt;br /&gt;
# Plant Thread Condition:&lt;br /&gt;
## Add a Condition to the Work Order.&lt;br /&gt;
## Change Type to 'Thread'.&lt;br /&gt;
## Change Adj to 'Plant items'.&lt;br /&gt;
## Set the number to the maximum Plant Thread you want from this order - in this case, 20.&lt;br /&gt;
## Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'less than 20'.&lt;br /&gt;
&lt;br /&gt;
===Collect Sand if there is not enough sand===&lt;br /&gt;
&lt;br /&gt;
This work order will activate if there are at least 5 empty bags, and if there are less than 20 bags of sand.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Sand' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
#Empty Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to Bag (specifically 'Bag', not any other sort of bag that has been procedurally generated for instruments).&lt;br /&gt;
##Set the Adjective of the item to 'Empty items'.&lt;br /&gt;
##Set the amount on the bag condition to 5.&lt;br /&gt;
#Sand Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Adjective of the item to 'Sand-Bearing Item'.&lt;br /&gt;
##Set the amount on the sand bearing item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'less than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Clay if there is not enough clay===&lt;br /&gt;
&lt;br /&gt;
A work order that will collect clay if there's less than 20 clay available.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Clay' work order.&lt;br /&gt;
#Clay Condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to 'Stones'.&lt;br /&gt;
##Set the Adjective of the item to 'Clay items'.&lt;br /&gt;
##Set the amount on the Clay Stones item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'less than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Make Steel Bars automatically===&lt;br /&gt;
&lt;br /&gt;
Using two repeating work orders, steel can be set to automatically be created. In this case the order will make 20 steel bars if there are less than 40 steel bars.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make Pig Iron Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Pig Iron Bars Conditions:&lt;br /&gt;
##Under suggested Conditions, select Pig Iron Bars, Iron Bars, Flux Stones, and Refined Coal conditions.&lt;br /&gt;
##For Pig Iron Bars, change the Material to 'Steel'. This will change this condition to be based on how much Steel the fortress has. Set the amount on this to 40.&lt;br /&gt;
##Set Iron Bars, Flux Stones, and Refined Coal conditions to be '''20'''. This will be the amount of ingredients needed to do 10 Pig Iron bar orders, and then 10 Steel bar orders.&lt;br /&gt;
#Create a 'Make Steel Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Steel Bars Conditions:&lt;br /&gt;
##Select 'Make the activation of the work order depend on the status of another work order'. From this list, select the Pig Iron Bars work order that was already created.&lt;br /&gt;
##Press 'Change the frequency that the conditions are checked' once, to make the steel bars order repeat upon completion.&lt;br /&gt;
#(Optional, makes things smoother) When the pig iron bars work order activates, add a 'Make the activation of the work order depend on the status of another work order' condition to the Pig Iron Bars work order, to require the Steel bars order to be completed. This will make the two orders loop on each other.&lt;br /&gt;
&lt;br /&gt;
===Make Full Suits of Armor===&lt;br /&gt;
Using a repeating order and some clever dependencies, metals can be automatically turned into full suits of armor without an excess number of *«+steel greaves+»*:&lt;br /&gt;
&lt;br /&gt;
#Create a 'Forge' work order, such as 'Forge Steel Breastplate'. Set the amount to 1. This will be the first job used to activate the others&lt;br /&gt;
##Under the suggested conditions, select the Bars condition, such as Steel Bars for the above Forge Steel Breastplate. Set the amount at 'at least 13'. You'll have to catch this job while it's running, below, so it's recommended to start with an amount you already have. You'll be revisiting this number later, but 13 should cover any viable kit and then some.&lt;br /&gt;
#For each other armor piece, Create a 'Forge' job. Set the amount to 1. Boots and gauntlets are made in pairs, so don't worry about adjusting for those jobs&lt;br /&gt;
##Under the conditions, make the job depend on the first. Set to 'When Activated'. This will ensure that multiple forges can make each item in parallel&lt;br /&gt;
##Set the job to repeat, since depending on another work order does ''not'' automatically make the job repeatable.&lt;br /&gt;
##Not all civilizations have access to all pieces of armor, such as High Boots, so you may have to adjust your ideal suit accordingly. See [[Armor]] for a full list of recommended coverage and bar costs.&lt;br /&gt;
#Optionally, add a job for Forging a weapon to go with the suit of armor. '''This is not recommended to leave up indefinitely''', as [[Weapon|weapon usefulness varies so greatly as to make it more viable to have squadrons outfitted with differing weaponry]]. If you must do it this way, use Steel Battleaxes&lt;br /&gt;
#While the first set of armour is being made, '''before any of them complete''', edit the first job.&lt;br /&gt;
##Make it depend on each other job in the suit. Leave these conditions 'When Completed.' This will ensure the first job does not continue running because there's &amp;quot;enough&amp;quot; metal when that metal is going towards other pieces in the same suit.&lt;br /&gt;
##Adjust the trigger amount at least cover a full kit. This will avoid cancellation spam.&lt;br /&gt;
##Adjust the trigger amount higher if you want to keep some material in reserve or keep weapons on a separate set of jobs.&lt;br /&gt;
##Add further conditions if you're mixing materials, such as leather caps or bronze greaves.&lt;br /&gt;
&lt;br /&gt;
===Shearing animals===&lt;br /&gt;
&lt;br /&gt;
Animals with wool can be sheared roughly every 300 days. Creating a work order that runs each year will mean the animals get sheared whenever they are able to be sheared.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Shear Animal' work order. Set the number to the number of shearable adults in the fortress.&lt;br /&gt;
#On the Shear Animal Order, go into conditions and press 'Change the frequency that the conditions are checked' until the order is set to 'Restarts if completed, checked yearly'.&lt;br /&gt;
#(Optional) Shear Animal Conditions:&lt;br /&gt;
##Add an item condition.&lt;br /&gt;
##Set the type to 'Thread'.&lt;br /&gt;
##Set the Adjective to 'Yarn items'.&lt;br /&gt;
##Set the amount to the maximum yarn thread wanted (&amp;lt;x&amp;gt;).&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most &amp;lt;x&amp;gt;' or 'less than &amp;lt;x&amp;gt;'.&lt;br /&gt;
#Create a 'Spin Thread' work order. Set the amount to 5.&lt;br /&gt;
#Spin Thread Conditions:&lt;br /&gt;
##Under Spin Thread Suggested Conditions, select 'Amount of unrotten hair/wool body part'.&lt;br /&gt;
##Set the amount to 5. &lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at least &amp;lt;x&amp;gt;'. This will mean if there are exactly 5 wool body parts it will activate, whereas if the condition is left on 'greater than' it will not.&lt;br /&gt;
&lt;br /&gt;
===Make Soap bars===&lt;br /&gt;
&lt;br /&gt;
Creating Soap if there is not enough soap. In this case, the minimum soap required is 20, and uses Tallow. The same applies to Oil based soap.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make soap from tallow' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'amount of bars', and 'unrotten tallow fatty glob'.&lt;br /&gt;
#Set 'amount of bars' to be 20, and 'unrotten tallow fatty glob' to 5.&lt;br /&gt;
#Select the adjective of 'amount of bars' to be 'Soap items'.&lt;br /&gt;
#Create a new Item condition, set the amount to 5.&lt;br /&gt;
#Set the Material of the new item condition to 'Lye'.&lt;br /&gt;
#Set the Type of the new item condition to 'Liquid'.&lt;br /&gt;
&lt;br /&gt;
===Make bone bolts===&lt;br /&gt;
&lt;br /&gt;
Creating bone bolts if you do not have 50 bone bolts, and have at least 5 bones.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make bone bolts' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'bolts' and 'unrotten bone body part'.&lt;br /&gt;
#Set the amount on 'unrotten bone body part' to 5.&lt;br /&gt;
#Set the amount on 'bolts' to 50.&lt;br /&gt;
#Add the adjective 'Bone items' to the 'bolts' condition.&lt;br /&gt;
&lt;br /&gt;
===Make wooden furniture based on amount of wooden furniture available===&lt;br /&gt;
&lt;br /&gt;
For creating a variety of wooden furniture not of a specific material, the Plant adjective can be used to check that a certain amount of wood furniture has been created. This example talks about Tables, but this can be applied to any wooden item.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make wooden table' work order.&lt;br /&gt;
#From suggested conditions, select 'Amount of tables'.&lt;br /&gt;
#On the 'Amount of Tables' condition, add the 'Plant items' adjective.&lt;br /&gt;
&lt;br /&gt;
==Bugs/Finicky UI==&lt;br /&gt;
===Adjectives===&lt;br /&gt;
When changing the adjective of an item condition in a work order, because you can select multiple adjectives there is no automatic return to the work order conditions. To leave, you will want to Right-Click, which'll take you back to the Work Order menu, and then select the work order you're working on again.&lt;br /&gt;
&lt;br /&gt;
====Missing adjectives====&lt;br /&gt;
* [[Size]]: There is no adjective for which creature type wearable items are sized for.&lt;br /&gt;
* [[Wear]]: There is no adjective for wear level of items.&lt;br /&gt;
* Some adjectives can only be used on certain orders. {{bug|10372}} {{bug|12622}}&lt;br /&gt;
&lt;br /&gt;
===Materials===&lt;br /&gt;
A new bug with v.50 is when selecting a material type for a job. If you select a material type but do not do it fast enough or pause the game and the job is confirmed by the manager before you change it then any material will be used for the job instead of the restricted material. An example is when setting up a job to make only rock salt doors but you do not select rock salt before the job is confirmed or you go back later and decide you only want rock salt doors, the material type is not respected and any stone will continue to be used until you cancel the order.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Manager]]&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>JasonMel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Windmill&amp;diff=298893</id>
		<title>Windmill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Windmill&amp;diff=298893"/>
		<updated>2024-04-01T00:59:14Z</updated>

		<summary type="html">&lt;p&gt;JasonMel: &amp;quot;give it a few ticks to start spinning&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{V50 machine|name=Windmill|key=m&lt;br /&gt;
|icon=[[File:windmill_icon.png]]&lt;br /&gt;
|construction=&lt;br /&gt;
* 4 [[wood|Log]]s&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
|power=Generates 40, 20, or 0 power, depending on wind level&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For a basic overview of how the different machine parts work and work together, see [[Machine component|machinery]].''&lt;br /&gt;
&lt;br /&gt;
[[File:Windmill animation.gif|left]] A '''windmill''' is a [[machine component]] that provides [[power]] via [[Weather#Wind | wind]] on the surface of a fortress map. &lt;br /&gt;
&lt;br /&gt;
In order for the windmill to generate power, its center tile must have the &amp;quot;outside&amp;quot; [[Tile attributes|attribute]]. The power produced by each windmill can be 40, 20, or (rarely) 0, depending on on how much wind there is on your map*. If its power output is zero, but you've just finished constructing it, give it a few ticks (fifty or so) to start spinning. It may need to reorient itself to align with the wind direction first. If that doesn't work, there may still be hope. In previous versions, wind was fixed and did not vary on any embark map, not with the seasons, nor by changing location nor elevation. If a windmill built on solid ground did not generate any power, then you simply didn't have enough wind on your map and would never be able to use windmills. While this may still be true for some maps, there are numerous reports in the Steam version of elevation and location affecting the power generated by a windmill. If a windmill at ground level does not generate power, placing the windmill on a platform at a higher elevation can sometimes make the windmill begin generating power again. (&lt;br /&gt;
&lt;br /&gt;
: (* The amount of wind is largely based on the latitude at which your fortress is located on the [[World generation|world]] map. See [[Weather#Wind|Wind]].)&lt;br /&gt;
&lt;br /&gt;
Designate a windmill with the ({{Menu icon|b|m|m|sep=-}}) keys. Constructing a windmill requires [[carpentry]]. &lt;br /&gt;
&lt;br /&gt;
The power generated by a windmill is transmitted either horizontally through the surrounding twelve tiles, or downward through its center tile. If you wish to use the center tile, you must first [[channel]] out the central tile and build the windmill on top of an existing [[axle|vertical axle]] or [[gear assembly]] (or the actual machine you wish to power). As the center tile of the windmill has an implied floor, this does not permit passage as long as the windmill stands.&lt;br /&gt;
&lt;br /&gt;
When building a windmill on top of an existing axle or assembly, you might get a &amp;quot;no access&amp;quot; message even if your dwarves can reach the center space of the windmill. You'll need to build a floor so that there's a place to stand adjacent to one of the nine windmill squares (i.e. one space between the standing platform and the windmill axle). Spaces adjacent to the windmill's axle (i.e. within the 3x3 building area) aren't sufficient for construction access.&lt;br /&gt;
&lt;br /&gt;
Due to what is assumed to be a bug, it is sometimes possible for windmills to transmit their power through a solid floor without channeling. They only have this effect if the windmill is built ''first'', and whatever it's powering ''second''; however, this does not always work reliably.&lt;br /&gt;
&lt;br /&gt;
As with other machines, windmills freeze if the floor under them is natural ice.&lt;br /&gt;
&lt;br /&gt;
[[File:windmill_old.jpg|thumb|240px|center|An old windmill.]]&lt;br /&gt;
&lt;br /&gt;
==Synchronization==&lt;br /&gt;
Windmills can be synchronized using the method described [https://www.reddit.com/r/dwarffortress/comments/5cxv5t/science_i_have_found_a_way_to_synchronize/ here].&lt;br /&gt;
&lt;br /&gt;
When collapsing, [[water wheel]]s do not cause a [[cave-in]] and the center tile of the waterwheel causes the tiles below it to be indoors. By building a series of hanging [[gear assembly|gear assemblies]], [[axle]]s, and waterwheels connected to a single supported gear assembly, you can deconstruct the supported gear assembly to allow all the windmills to start simultaneously.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>JasonMel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Caravan&amp;diff=298794</id>
		<title>Caravan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Caravan&amp;diff=298794"/>
		<updated>2024-03-23T08:24:00Z</updated>

		<summary type="html">&lt;p&gt;JasonMel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Oregon trail.png|thumb|Illustration of a caravan]]&lt;br /&gt;
'''Caravans''' facilitate the transfer of goods between [[site]]s. Merchant caravans from the Mountainhome and neighboring friendly civilizations will arrive throughout the year, looking to [[trade]], and if you &amp;quot;make contact&amp;quot; with other civilizations by sending a [[raid]] to &amp;quot;demand tribute&amp;quot;, those civilizations' sites might be convinced to send a caravan of their own afterwards, *on top* of [[tribute]] 'caravans' and even if your demand fails. This means you could have multiple caravans in the same season for a given race, possibly at the same time. &lt;br /&gt;
&lt;br /&gt;
Merchant caravans often use pack animals and [[wagon]]s to carry their goods, accompanied by guards for protection. An arrival of a caravan will trigger an announcement message (at the bottom of your screen) informing you that a caravan has arrived. They will appear on the edge of the map and proceed to move towards the [[trade depot]] where they will unload their goods. If caravans are unable to find a path to your trade depot (or if you have not built a depot at all), they will bypass your site. They may also turn around if they become spooked by wildlife or corpses, ambushed by [[goblin]]s or any other [[siege|enemy forces]], or if it takes too long to reach the trade depot (though that would require weeks of travel while on the map).&lt;br /&gt;
&lt;br /&gt;
Caravans will embark on their journey back exactly one month (28 days) after their arrival, whether they have succeeded in reaching the depot or not. Note that if the caravan team or their animals are delayed and prevented from leaving, they will eventually go [[insane]]. Merchants and diplomats go insane if they are unable to reach the map edge within 25 days of having finished their business at your fortress; for diplomats, this is when they end the meeting and try to leave, and with merchants it's when they've finished packing everything up. &lt;br /&gt;
&lt;br /&gt;
== Types of Caravans ==&lt;br /&gt;
=== Trade === &lt;br /&gt;
: ''Further: [[Trade]]''&lt;br /&gt;
&lt;br /&gt;
Trading caravans are useful for getting supplies not available in the player's fortress area. A caravan from the mountainhome and various friendly civilization you are in contact with will visit the fortress on a yearly basis, linked to one season, which is spring for elves, summer for humans, and autumn for dwarves - no race trades in winter by default.&lt;br /&gt;
&lt;br /&gt;
Caravans will only show up if that race considers the fortress site both accessible (as denoted on the embark screen) and &amp;quot;worth the effort&amp;quot; (as determined by the [PROGRESS_TRIGGER_*] tokens in the entity definition), with the exception of dwarves, who always arrive unless they are extinct.&lt;br /&gt;
&lt;br /&gt;
=== Tribute ===&lt;br /&gt;
: ''Further: [[Mission#Tribute]]''&lt;br /&gt;
&lt;br /&gt;
If your fortress performs a successful [[Mission]] to &amp;quot;demand tribute&amp;quot;, whether it be one-time or annual, that site will also send a caravan, once a year. They usually arrive at the start of a season, and that season can be specified by you  (including Winter) at the time of the mission. No actual &amp;quot;trading&amp;quot; or [[broker]] is involved, they simply drop off the goods at your depot and then leave, without speaking to any of your dwarves. [[Tribute]] caravans tend to be relatively small, but they are guarded. You don't have any control over the content of the tribute. What they bring depends on the civilization's available materials, the site's size and tracked items and so forth, and may range from excessively mundane (like a bunch of average quality clothing) to extremely useful (like exotic animals). Notably, tributes are one of the few ways to obtain evil animals tamed by goblins such as [[beak dog]]s for instance.&lt;br /&gt;
&lt;br /&gt;
As stated above, tributes are also one of the few ways to &amp;quot;contact&amp;quot; another civilization without triggering an outright war and therefore ensure that it will send out regular caravans afterwards, *on top* of the tribute caravans it'll be sending and even if your tribute demand failed. &lt;br /&gt;
&lt;br /&gt;
== Mechanic ==&lt;br /&gt;
=== Movement &amp;amp; Access to Depot===&lt;br /&gt;
Caravans appear to enter the map from a random direction, one which does not necessarily coincide with the relative direction of the originating [[civilization]] on the world map, and they may appear from different directions and z-levels each year. However, they will always arrive at a location with a wagon-navigable path to the [[Trade depot|Trade Depot]] when one is available. Site-bisecting features like rivers will limit them to appear on a specific side, if only one side has an accessible path to your Depot. While caravan traders and pack animals may use stairs and cross traps in order to access your depot, wagons cannot do so and will not spawn if a clear path without stairs or traps is not available.&lt;br /&gt;
&lt;br /&gt;
Caravans can usually be restricted to show up in a specific spot on the map edge, but under some circumstances they will insist on showing up on one particular side of the map. The current theory is that this is caused by major rivers on the world map (i.e. the caravan can't cross the river outside your embark region, so it always shows up on one side).&lt;br /&gt;
&lt;br /&gt;
Also worth mentioning is the [[path]]ing behavior of the entire caravan. If one member of the caravan reaches an obstacle in their chosen path (i.e. a raised drawbridge that was lowered when they entered the map) the entire caravan will re-path, instead of encountering the obstacle one by one. This behavior can be useful when attempting to free &amp;quot;stuck&amp;quot; wagons - a trader on foot encountering a locked door will cause the stuck wagons to turn around and path to a different entrance/exit, if available.&lt;br /&gt;
&lt;br /&gt;
=== Destruction ===&lt;br /&gt;
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Caravans caught in a [[cave-in]] will flee as if they were attacked, but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed [[mule]] and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animals will only be stunned or rendered unconscious, and flee shortly after recovering from the hit.&lt;br /&gt;
&lt;br /&gt;
While caravans can defend themselves, they don't like being ambushed. If a caravan becomes terrified by wildlife or horrified by corpses it will turn around and flee the map. Any event resulting in the death of any merchant or pack animal will also cause them to retreat and forget about trading with you for the season. Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a [[siege]].&lt;br /&gt;
&lt;br /&gt;
Ambushing or seizing a caravan and letting a survivor escape seems to have a more detrimental effect than simply annihilating the whole caravan. (Presumably because you've left a witness to report what happened.)&lt;br /&gt;
&lt;br /&gt;
Overall, a given caravan visit can have a number of &amp;quot;problems&amp;quot; which will affect your relations with their civilization:&lt;br /&gt;
#&amp;quot;never seen again&amp;quot; - The entire caravan was destroyed and nobody left the map.&lt;br /&gt;
#&amp;quot;suffered hardships&amp;quot; - One or more merchants were killed, but some of them survived long enough to leave the map.&lt;br /&gt;
#&amp;quot;seized goods&amp;quot; - You seized goods from the caravan and they left.&lt;br /&gt;
#&amp;quot;offended&amp;quot; - You tried to trade wooden items to the Elves.&lt;br /&gt;
#&amp;quot;missing goods&amp;quot; - The value of the caravan's goods when they left was less than what it was when they arrived (i.e. they had a net loss).&lt;br /&gt;
&lt;br /&gt;
All of these will make the parent civilization unhappy, though some more than others. They take offence to both accidents and hostile acts - accidents just annoy them slightly less. In the case of elven merchants, they will take offence to your actions and bring fewer goods next year, do it too many times and they will declare war on you.&lt;br /&gt;
&lt;br /&gt;
=== Caravan Delay ===&lt;br /&gt;
If a caravan has arrived at your trade depot and is unable to leave for about two months after they finished packing up their goods, the merchants and animals will go insane.  This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.  It is not known for certain if this hurts diplomatic relations, but most likely it's the same as any case where the entire caravan fails to return home.&lt;br /&gt;
&lt;br /&gt;
If you have locked the caravan into your fortress to hold out against a siege, it's a good idea to station a squad of soldiers near the trade depot in case the merchants [[Insanity#Types|go berserk]]. You may also want to make the depot a restricted area to encourage civilians to go around it. Alternatively, you can design the trade depot using drawbridges, so that it can be sealed off from the rest of the fortress during a siege.&lt;br /&gt;
&lt;br /&gt;
If you want the merchants to leave safely, you can build four or more tunnels to each corner of the map, connected to your fortress only by drawbridges. As long as there is no other way to enter and exit your fortress, invaders and merchants will both go towards any tunnel that you activate. You can lock the merchants into the trade depot, and then open a tunnel entrance on one side of the map to make the invaders head towards that tunnel. When they get close to it, you can close it, and then open the entrance on the other side of the map, and let the merchants out of the depot. If your fortress and depot are in the middle of the map, this will give the merchants quite a head-start to get away.&lt;br /&gt;
&lt;br /&gt;
Merchants can leave the map from any map edge-- including underground and aboveground map edges.  If an unobstructed path through your fortress reaches a cavern edge, then blocking all overland paths will cause the merchants to depart underground.  This can be useful, if you're suffering a prolonged siege; it can also be dangerous, if your underground regions are less secure than your surface. While it requires more preparation, an elevated bridge to a map edge can also allow merchants to depart in peace.&lt;br /&gt;
&lt;br /&gt;
Caravan guards cannot be starved, dehydrated, or driven to insanity if prevented from leaving, their employers and animals can, however.&lt;br /&gt;
&lt;br /&gt;
If a large amount of items is sold / offered to the caravan, it may take a while to load it all, especially if you chose to keep your precious bins and traded your items individually.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*Caravans become terrified/horrified very easily, abandon their wagons, and flee. {{bug|7185}}&lt;br /&gt;
*Wagons can occasionally become &amp;quot;stuck&amp;quot; on other wagons, walls, etc. Stuck wagons eventually deconstruct, leaving their merchandise behind. {{Bug|5687}}&lt;br /&gt;
*If a caravan attempts to leave in late Winter/early Spring, they may try to path over any large frozen body of water. If the water thaws while the caravan is on it, the caravan will become magically stuck in mid-air until either the water refreezes or a floor is built underneath it. At this point, if they are still alive, they will leave the map normally.&lt;br /&gt;
*When merchants leave with an animal, the merchants seem to be dragging their beast of burden instead of leading it. If the animal is incapacitated but not dead, the merchant will continue to walk at the same speed, dragging the unconscious beast.&lt;br /&gt;
*If a merchant's chosen map edge exit is guarded by a hostile creature (including those on a [[restraint]]), the merchant will wander back and forth repeatedly and eventually go insane rather than path to an alternate exit.&lt;br /&gt;
&lt;br /&gt;
{{Category|Trade| }}&lt;/div&gt;</summary>
		<author><name>JasonMel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wall&amp;diff=298718</id>
		<title>Wall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wall&amp;diff=298718"/>
		<updated>2024-03-19T17:10:04Z</updated>

		<summary type="html">&lt;p&gt;JasonMel: + &amp;quot;therefore&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''wall''' is either a [[map tile]] or a [[construction]] that blocks access to [[creatures]] and [[Flow|fluids]]; though many creatures can [[Climber#Climbing_safety|climb many walls]]. The appearance of a constructed wall is similar to that of a [[smoothing|smoothed]] natural wall, but it works the same as any filled tile composed of [[stone]], [[clay]] or [[soil]]. Walls either occur naturally (e.g. a Rough-hewn Andesite Wall), or can be constructed. With constructed walls, it is possible to create multi-level [[building]]s such as [[archery tower]]s complete with roofs by creating [[floor]]s on the layer above. A wall fills the tile it is in and creates a walkable space above it.&lt;br /&gt;
&lt;br /&gt;
== Digging ==&lt;br /&gt;
[[File:walls.png|thumb|120px|Walls and pillars.]]As explained on the [[digging]] page, naturally occurring walls can be dug out using the {{Key|d}}igging {{Key|m}}ine command, or channel command {{K|u}}. These tasks are carried out by dwarves with the [[mining]] labor activated.&lt;br /&gt;
&lt;br /&gt;
Natural walls can be designated for s{{K|m}}oothing and en{{K|g}}raving to improve the appearance and value of the wall from the {{K|v}} menu.  These tasks are carried out by dwarves with the [[stonecutter]], [[engraver]] labor respectfully activated.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Walls can be built ''en masse''. To do this, use the {{K|b}}uild -&amp;gt; Co{{K|n}}struction -&amp;gt; wa{{K|l}}l command. Walls may be built on any square which does not already contain a structure, provided your dwarves can reach an adjacent square (this includes building a wall over empty air next to a floor, allowing for the construction of inverted pyramids). Diagonals cannot be built from, nor will they support constructions.&lt;br /&gt;
&lt;br /&gt;
The important thing to remember is that all walls, floors, or anything built with the {{K|b}}-{{K|n}} keys are LIFO - &amp;quot;Last In, First Out&amp;quot;. That means that the very '''last''' designation you make will be the very '''first''' thing your builders will work on next! Once you master this concept, it can be used to your advantage, but only if you can plan ahead.&lt;br /&gt;
&lt;br /&gt;
When building walls across gaps, it helps to take advantage of the fact that walls can be constructed on top of a constructed floor. This is important, since a wall cannot be constructed while standing on top of an adjacent wall tile, as one would extend a constructed floor over empty space by standing on the previously-built tile. To build across a gap, construct a floor exactly where the wall will go, and then build the wall on top of this (but in the reverse direction; see the previous paragraph). Each wall tile constructed this way will therefore require two units of material, which may be recovered on deconstructing the tile. It is possible to cut this requirement in half by constructing a temporary walking surface (sometimes called &amp;quot;scaffolding&amp;quot;) next to each planned wall tile, then building the wall over the adjacent open space, then removing the temporary construction, and repeating as necessary, with each iteration widening the wall by one tile until the wall is the desired width. For such multi-tile width walls, it may speed construction to build the next scaffold before removing the previous one.&lt;br /&gt;
&lt;br /&gt;
Constructed walls made from [[stone]]s cannot be smoothed, but can be engraved or carved into [[fortification]]s ({{K|v}}-{{K|f}}ortifications). Unlike constructed fortifications, those created from walls retain an implied [[floor]] on the level above. As usual, the fortifications will block movement, but not [[liquid]]s or small objects such as [[bolt]]s.&lt;br /&gt;
&lt;br /&gt;
Normal walls are considered 'rough'. By using [[stone]], [[glass]], [[wood]], or [[metal]] [[block]]s, higher-quality constructions can be built with increased value.  This can be particularly important when trying to maximize the value of a [[noble]]'s [[room]].&lt;br /&gt;
&lt;br /&gt;
The [[labor]] required to perform the construction can be found under Other Jobs, Wall/Floor Construction.&lt;br /&gt;
&lt;br /&gt;
When building walls, your builders will carry the material to the job site themselves. A useful tip when building [[megaproject|large projects]] is to first make a stockpile nearby, and only allow one type of material in it. After it fills up, build only as many constructions as there are items in the stockpile. Wait for your haulers to refill the stockpile, then build the next section of the project.&lt;br /&gt;
&lt;br /&gt;
When constructing a wall over a walkable tile, the constructing dwarf will move any items in the tile prior to construction. When constructing a wall over an unwalkable tile (such as a tree top) any items stuck in the tile will be destroyed when the construction is completed.&lt;br /&gt;
&lt;br /&gt;
=== Building walls in damp conditions ===&lt;br /&gt;
When trying to build walls in damp conditions (such as when digging through an [[aquifer]] in a soil layer), you need to make sure that the area to be built on ''and'' the area the dwarf needs to stand on to build from are at 1/7 or 0/7 when you set the order to build the wall.&lt;br /&gt;
&lt;br /&gt;
If the area the dwarf needs to stand on is 2/7 when the wall is designated to be built, then the dwarf will try to build the wall by standing in the space the wall will occupy, and will never complete the work.&lt;br /&gt;
&lt;br /&gt;
If there are multiple areas, then at least one must be at 1/7, and the dwarf may ignore those which were at 2/7 or greater, even if they subsequently drop to 1/7 or dry out entirely.&lt;br /&gt;
&lt;br /&gt;
== Removing Walls ==&lt;br /&gt;
[[File:DFwikiWallRemoved.png|right|]]&lt;br /&gt;
To remove a wall, open the {{Key|m}}ining (Previously {{Key|d}}esignation) menu and select {{Key|x}} Remove Construction. This task will be carried out by a dwarf with the [[construction removal]] labor enabled.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Walls do not have any effect on [[noise]].&lt;br /&gt;
* If a wall that is the only support for a structure is removed, it will [[Cave-in|collapse]], most likely hurting any dwarves on or around it.&lt;br /&gt;
* If a tree is near your wall, sometimes dwarves will climb the wall to climb on the tree. If this happens, dwarves could get hurt from falling out of the tree.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*Dwarves will once again wall themselves out of the fortress (a regression caused by the fix for the &amp;quot;[[Main:Dwarf cancels construction of Wall: Creature occupying site|Dwarf cancels construction of Wall: Creature occupying site]]&amp;quot; errors). To avoid this behavior, make sure the building material you choose is &amp;quot;inside&amp;quot; the fortress (i.e. closer to your fortress center). Manufactured building materials (like blocks) provide much more control of the location, and consequently the direction the dwarf will approach the build site.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = adil&lt;br /&gt;
| elvish  = ferale&lt;br /&gt;
| goblin  = umâ&lt;br /&gt;
| human   = olo&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Constructions}}&lt;/div&gt;</summary>
		<author><name>JasonMel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wall&amp;diff=298717</id>
		<title>Wall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wall&amp;diff=298717"/>
		<updated>2024-03-19T17:08:21Z</updated>

		<summary type="html">&lt;p&gt;JasonMel: Clarified that we are cutting the material requirement in half (not cutting the bridge in half).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''wall''' is either a [[map tile]] or a [[construction]] that blocks access to [[creatures]] and [[Flow|fluids]]; though many creatures can [[Climber#Climbing_safety|climb many walls]]. The appearance of a constructed wall is similar to that of a [[smoothing|smoothed]] natural wall, but it works the same as any filled tile composed of [[stone]], [[clay]] or [[soil]]. Walls either occur naturally (e.g. a Rough-hewn Andesite Wall), or can be constructed. With constructed walls, it is possible to create multi-level [[building]]s such as [[archery tower]]s complete with roofs by creating [[floor]]s on the layer above. A wall fills the tile it is in and creates a walkable space above it.&lt;br /&gt;
&lt;br /&gt;
== Digging ==&lt;br /&gt;
[[File:walls.png|thumb|120px|Walls and pillars.]]As explained on the [[digging]] page, naturally occurring walls can be dug out using the {{Key|d}}igging {{Key|m}}ine command, or channel command {{K|u}}. These tasks are carried out by dwarves with the [[mining]] labor activated.&lt;br /&gt;
&lt;br /&gt;
Natural walls can be designated for s{{K|m}}oothing and en{{K|g}}raving to improve the appearance and value of the wall from the {{K|v}} menu.  These tasks are carried out by dwarves with the [[stonecutter]], [[engraver]] labor respectfully activated.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Walls can be built ''en masse''. To do this, use the {{K|b}}uild -&amp;gt; Co{{K|n}}struction -&amp;gt; wa{{K|l}}l command. Walls may be built on any square which does not already contain a structure, provided your dwarves can reach an adjacent square (this includes building a wall over empty air next to a floor, allowing for the construction of inverted pyramids). Diagonals cannot be built from, nor will they support constructions.&lt;br /&gt;
&lt;br /&gt;
The important thing to remember is that all walls, floors, or anything built with the {{K|b}}-{{K|n}} keys are LIFO - &amp;quot;Last In, First Out&amp;quot;. That means that the very '''last''' designation you make will be the very '''first''' thing your builders will work on next! Once you master this concept, it can be used to your advantage, but only if you can plan ahead.&lt;br /&gt;
&lt;br /&gt;
When building walls across gaps, it helps to take advantage of the fact that walls can be constructed on top of a constructed floor. This is important, since a wall cannot be constructed while standing on top of an adjacent wall tile, as one would extend a constructed floor over empty space by standing on the previously-built tile. To build across a gap, construct a floor exactly where the wall will go, and then build the wall on top of this (but in the reverse direction; see the previous paragraph). Each wall tile constructed this way will require two units of material, which may be recovered on deconstructing the tile. It is possible to cut this requirement in half by constructing a temporary walking surface (sometimes called &amp;quot;scaffolding&amp;quot;) next to each planned wall tile, then building the wall over the adjacent open space, then removing the temporary construction, and repeating as necessary, with each iteration widening the wall by one tile until the wall is the desired width. For such multi-tile width walls, it may speed construction to build the next scaffold before removing the previous one.&lt;br /&gt;
&lt;br /&gt;
Constructed walls made from [[stone]]s cannot be smoothed, but can be engraved or carved into [[fortification]]s ({{K|v}}-{{K|f}}ortifications). Unlike constructed fortifications, those created from walls retain an implied [[floor]] on the level above. As usual, the fortifications will block movement, but not [[liquid]]s or small objects such as [[bolt]]s.&lt;br /&gt;
&lt;br /&gt;
Normal walls are considered 'rough'. By using [[stone]], [[glass]], [[wood]], or [[metal]] [[block]]s, higher-quality constructions can be built with increased value.  This can be particularly important when trying to maximize the value of a [[noble]]'s [[room]].&lt;br /&gt;
&lt;br /&gt;
The [[labor]] required to perform the construction can be found under Other Jobs, Wall/Floor Construction.&lt;br /&gt;
&lt;br /&gt;
When building walls, your builders will carry the material to the job site themselves. A useful tip when building [[megaproject|large projects]] is to first make a stockpile nearby, and only allow one type of material in it. After it fills up, build only as many constructions as there are items in the stockpile. Wait for your haulers to refill the stockpile, then build the next section of the project.&lt;br /&gt;
&lt;br /&gt;
When constructing a wall over a walkable tile, the constructing dwarf will move any items in the tile prior to construction. When constructing a wall over an unwalkable tile (such as a tree top) any items stuck in the tile will be destroyed when the construction is completed.&lt;br /&gt;
&lt;br /&gt;
=== Building walls in damp conditions ===&lt;br /&gt;
When trying to build walls in damp conditions (such as when digging through an [[aquifer]] in a soil layer), you need to make sure that the area to be built on ''and'' the area the dwarf needs to stand on to build from are at 1/7 or 0/7 when you set the order to build the wall.&lt;br /&gt;
&lt;br /&gt;
If the area the dwarf needs to stand on is 2/7 when the wall is designated to be built, then the dwarf will try to build the wall by standing in the space the wall will occupy, and will never complete the work.&lt;br /&gt;
&lt;br /&gt;
If there are multiple areas, then at least one must be at 1/7, and the dwarf may ignore those which were at 2/7 or greater, even if they subsequently drop to 1/7 or dry out entirely.&lt;br /&gt;
&lt;br /&gt;
== Removing Walls ==&lt;br /&gt;
[[File:DFwikiWallRemoved.png|right|]]&lt;br /&gt;
To remove a wall, open the {{Key|m}}ining (Previously {{Key|d}}esignation) menu and select {{Key|x}} Remove Construction. This task will be carried out by a dwarf with the [[construction removal]] labor enabled.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Walls do not have any effect on [[noise]].&lt;br /&gt;
* If a wall that is the only support for a structure is removed, it will [[Cave-in|collapse]], most likely hurting any dwarves on or around it.&lt;br /&gt;
* If a tree is near your wall, sometimes dwarves will climb the wall to climb on the tree. If this happens, dwarves could get hurt from falling out of the tree.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*Dwarves will once again wall themselves out of the fortress (a regression caused by the fix for the &amp;quot;[[Main:Dwarf cancels construction of Wall: Creature occupying site|Dwarf cancels construction of Wall: Creature occupying site]]&amp;quot; errors). To avoid this behavior, make sure the building material you choose is &amp;quot;inside&amp;quot; the fortress (i.e. closer to your fortress center). Manufactured building materials (like blocks) provide much more control of the location, and consequently the direction the dwarf will approach the build site.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = adil&lt;br /&gt;
| elvish  = ferale&lt;br /&gt;
| goblin  = umâ&lt;br /&gt;
| human   = olo&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Constructions}}&lt;/div&gt;</summary>
		<author><name>JasonMel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:JasonMel&amp;diff=298716</id>
		<title>User:JasonMel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:JasonMel&amp;diff=298716"/>
		<updated>2024-03-19T16:47:35Z</updated>

		<summary type="html">&lt;p&gt;JasonMel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Previous anonymous contributions on [[Special:Contributions/75.220.30.252|this page]].&lt;/div&gt;</summary>
		<author><name>JasonMel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:JasonMel&amp;diff=298715</id>
		<title>User:JasonMel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:JasonMel&amp;diff=298715"/>
		<updated>2024-03-19T16:46:34Z</updated>

		<summary type="html">&lt;p&gt;JasonMel: First created to link to my anonymous contributions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Previous anonymous contributions at [[Special:Contributions/75.220.30.252|75.220.30.252]].&lt;/div&gt;</summary>
		<author><name>JasonMel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cleaning&amp;diff=159582</id>
		<title>v0.31 Talk:Cleaning</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cleaning&amp;diff=159582"/>
		<updated>2012-01-27T18:54:46Z</updated>

		<summary type="html">&lt;p&gt;JasonMel: /* Clean Self */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes==&lt;br /&gt;
Cleaning appears to be functionally similar to the previous version so far, with a few exceptions:&lt;br /&gt;
* dwarves no longer clean adjacent tiles in addition to the tile they are standing on - only the tile they're on becomes cleaned;&lt;br /&gt;
* blood, ichor, and vomit no longer vanish on season-change, and rain only removes the liquids from the tile it hits&lt;br /&gt;
[[User:Volouscheur|Volouscheur]] 21:12, 21 April 2010 (UTC)&lt;br /&gt;
:The second part of #2 is how it's always been - even in 40d, rain would clean away any outdoor blood and vomit 1 tile at a time. --[[User:Quietust|Quietust]] 21:37, 21 April 2010 (UTC)&lt;br /&gt;
:Every time one of my dwarves has cleaned a tile, they also clean the tiles adjacent to it, including walls. --[[User:Telarin|Telarin]] 19:18, 3 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Clean Self==&lt;br /&gt;
&lt;br /&gt;
Now that dwarves will clean themselves as well as the fort, we need to cover this.  Would it be better as a separate article, or as a section here (with a redirect here from {{cv:Clean self}})? --[[User:FunkyWaltDogg|FunkyWaltDogg]] 15:09, 12 May 2010 (UTC)&lt;br /&gt;
:In my opinion, it should stay in the cleaning area, as it is related to cleaning. However, it is of little value, considering Clean Self is bugged when you finally make soap for dwarves to clean themselves with. Still, yes it can be split if people want it split, but it would probably turn into a vote later on. --[[User:Hugna|Hugna]] 23:42, 22 May 2010 (UTC)&lt;br /&gt;
::I haven't been playing very long, but nobody in either of my forts has had a problem using soap on themselves. The notes for 31.22 from 04/24/11 state, &amp;quot;Stopped inaccessible spam from cleaning jobs with soap.&amp;quot; I think that bug was squashed. I have no preference on the splitting proposal, though. [[User:JasonMel|JasonMel]] 21:17, 25 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
The section &amp;quot;Cleaning Your Dwarves&amp;quot; recommends using a bathtub filled to 3/7. I was wondering why the recommendation would not be to fill it to somewhere between 4/7 and 6/7, since the [[Swimmer]] page gives those depths as the ones that will safely exercise swimming skill. [[User:JasonMel|JasonMel]] 21:27, 25 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cleaning should be an assignable job ==&lt;br /&gt;
&lt;br /&gt;
I should be able to [d]esignate cleaning. It could work exactly like smoothing stone, and utilize a cleaning ability. Only dwarves tasked with Cleaning would perform the task. Vomit and blood could give a negative thought to encourage cleaning.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:15, 12 July 2010 (UTC)&lt;br /&gt;
:Suggestions should be posted [http://www.bay12forums.com/smf/index.php?board=5.0 where the people who can implement them can see], it's not going to be seen here, sadly. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 18:27, 12 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cleanable tiles ==&lt;br /&gt;
&lt;br /&gt;
It seems to me that dorfs won't clean soil, just rock. It doesn't seem to matter whether it's natural rock, or built rock; so building stone flooring over the top of soil (where possible) is a good way of making your dorfs keep your fortress clean.&lt;br /&gt;
&lt;br /&gt;
Anybody want to confirm this/add it to the article?&lt;br /&gt;
&lt;br /&gt;
:I've heard people say constructed walkable tiles have a higher priority for cleaning than natural ones.[[Special:Contributions/99.115.139.116|99.115.139.116]] 20:48, 27 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::On 31.25 I'm seeing dirt tiles being cleaned.  It could be that a possible trigger is a dwarf changing to no job at the spot that needs cleaning.  [[User:Pierre Monteux|Pierre Monteux]] 03:19, 20 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Grates allowing contaminants to drain ==&lt;br /&gt;
&lt;br /&gt;
They do not.  pools of blood, dust, and ichor are perfectly capable of hovering over empty space, as well as staying on empty space covered by a grate.[[Special:Contributions/99.115.139.116|99.115.139.116]] 20:51, 27 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cleaning scheme ==&lt;br /&gt;
&lt;br /&gt;
In my recent fort, I built a slaughter room underground to safely dispose of invaders, grab their equipment, and clean up the resulting mess. However, while the first two parts worked (trapped invaders, trained marksdwarves, and collected reward), my dwarves never actually cleaned the room for maybe one season. I designated a meeting zone, and the dwarves idling around there immediately went to work (I should mention that I had a dedicated cleaner). So it seems to me that dwarves only clean up if they have no job and see some pollution. [[User:Qwertyu|Qwertyu]] 13:43, 10 January 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>JasonMel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cleaning&amp;diff=159576</id>
		<title>v0.31 Talk:Cleaning</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cleaning&amp;diff=159576"/>
		<updated>2012-01-25T21:27:59Z</updated>

		<summary type="html">&lt;p&gt;JasonMel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes==&lt;br /&gt;
Cleaning appears to be functionally similar to the previous version so far, with a few exceptions:&lt;br /&gt;
* dwarves no longer clean adjacent tiles in addition to the tile they are standing on - only the tile they're on becomes cleaned;&lt;br /&gt;
* blood, ichor, and vomit no longer vanish on season-change, and rain only removes the liquids from the tile it hits&lt;br /&gt;
[[User:Volouscheur|Volouscheur]] 21:12, 21 April 2010 (UTC)&lt;br /&gt;
:The second part of #2 is how it's always been - even in 40d, rain would clean away any outdoor blood and vomit 1 tile at a time. --[[User:Quietust|Quietust]] 21:37, 21 April 2010 (UTC)&lt;br /&gt;
:Every time one of my dwarves has cleaned a tile, they also clean the tiles adjacent to it, including walls. --[[User:Telarin|Telarin]] 19:18, 3 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Clean Self==&lt;br /&gt;
&lt;br /&gt;
Now that dwarves will clean themselves as well as the fort, we need to cover this.  Would it be better as a separate article, or as a section here (with a redirect here from {{cv:Clean self}})? --[[User:FunkyWaltDogg|FunkyWaltDogg]] 15:09, 12 May 2010 (UTC)&lt;br /&gt;
:In my opinion, it should stay in the cleaning area, as it is related to cleaning. However, it is of little value, considering Clean Self is bugged when you finally make soap for dwarves to clean themselves with. Still, yes it can be split if people want it split, but it would probably turn into a vote later on. --[[User:Hugna|Hugna]] 23:42, 22 May 2010 (UTC)&lt;br /&gt;
::I haven't been playing very long, but nobody in either of my forts has had a problem using soap on themselves. The notes for 31.22 from 04/24/11 state, &amp;quot;Stopped inaccessible spam from cleaning jobs with soap.&amp;quot; I think that bug was squashed. I have no preference on the splitting proposal, though. [[User:JasonMel|JasonMel]] 21:17, 25 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
The section &amp;quot;Cleaning Your Dwarves&amp;quot; recommends using a bathtub filled to 3/7. I was wondering why the recommendation would not be to fill it to somewhere between 4/7 and 6/7, since [[Swimmer]] gives those depths as the ones that will safely exercise swimming skill. [[User:JasonMel|JasonMel]] 21:27, 25 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cleaning should be an assignable job ==&lt;br /&gt;
&lt;br /&gt;
I should be able to [d]esignate cleaning. It could work exactly like smoothing stone, and utilize a cleaning ability. Only dwarves tasked with Cleaning would perform the task. Vomit and blood could give a negative thought to encourage cleaning.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:15, 12 July 2010 (UTC)&lt;br /&gt;
:Suggestions should be posted [http://www.bay12forums.com/smf/index.php?board=5.0 where the people who can implement them can see], it's not going to be seen here, sadly. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 18:27, 12 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cleanable tiles ==&lt;br /&gt;
&lt;br /&gt;
It seems to me that dorfs won't clean soil, just rock. It doesn't seem to matter whether it's natural rock, or built rock; so building stone flooring over the top of soil (where possible) is a good way of making your dorfs keep your fortress clean.&lt;br /&gt;
&lt;br /&gt;
Anybody want to confirm this/add it to the article?&lt;br /&gt;
&lt;br /&gt;
:I've heard people say constructed walkable tiles have a higher priority for cleaning than natural ones.[[Special:Contributions/99.115.139.116|99.115.139.116]] 20:48, 27 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::On 31.25 I'm seeing dirt tiles being cleaned.  It could be that a possible trigger is a dwarf changing to no job at the spot that needs cleaning.  [[User:Pierre Monteux|Pierre Monteux]] 03:19, 20 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Grates allowing contaminants to drain ==&lt;br /&gt;
&lt;br /&gt;
They do not.  pools of blood, dust, and ichor are perfectly capable of hovering over empty space, as well as staying on empty space covered by a grate.[[Special:Contributions/99.115.139.116|99.115.139.116]] 20:51, 27 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cleaning scheme ==&lt;br /&gt;
&lt;br /&gt;
In my recent fort, I built a slaughter room underground to safely dispose of invaders, grab their equipment, and clean up the resulting mess. However, while the first two parts worked (trapped invaders, trained marksdwarves, and collected reward), my dwarves never actually cleaned the room for maybe one season. I designated a meeting zone, and the dwarves idling around there immediately went to work (I should mention that I had a dedicated cleaner). So it seems to me that dwarves only clean up if they have no job and see some pollution. [[User:Qwertyu|Qwertyu]] 13:43, 10 January 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>JasonMel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cleaning&amp;diff=159575</id>
		<title>v0.31 Talk:Cleaning</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cleaning&amp;diff=159575"/>
		<updated>2012-01-25T21:17:40Z</updated>

		<summary type="html">&lt;p&gt;JasonMel: /* Clean Self */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes==&lt;br /&gt;
Cleaning appears to be functionally similar to the previous version so far, with a few exceptions:&lt;br /&gt;
* dwarves no longer clean adjacent tiles in addition to the tile they are standing on - only the tile they're on becomes cleaned;&lt;br /&gt;
* blood, ichor, and vomit no longer vanish on season-change, and rain only removes the liquids from the tile it hits&lt;br /&gt;
[[User:Volouscheur|Volouscheur]] 21:12, 21 April 2010 (UTC)&lt;br /&gt;
:The second part of #2 is how it's always been - even in 40d, rain would clean away any outdoor blood and vomit 1 tile at a time. --[[User:Quietust|Quietust]] 21:37, 21 April 2010 (UTC)&lt;br /&gt;
:Every time one of my dwarves has cleaned a tile, they also clean the tiles adjacent to it, including walls. --[[User:Telarin|Telarin]] 19:18, 3 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Clean Self==&lt;br /&gt;
&lt;br /&gt;
Now that dwarves will clean themselves as well as the fort, we need to cover this.  Would it be better as a separate article, or as a section here (with a redirect here from {{cv:Clean self}})? --[[User:FunkyWaltDogg|FunkyWaltDogg]] 15:09, 12 May 2010 (UTC)&lt;br /&gt;
:In my opinion, it should stay in the cleaning area, as it is related to cleaning. However, it is of little value, considering Clean Self is bugged when you finally make soap for dwarves to clean themselves with. Still, yes it can be split if people want it split, but it would probably turn into a vote later on. --[[User:Hugna|Hugna]] 23:42, 22 May 2010 (UTC)&lt;br /&gt;
::I haven't been playing very long, but nobody in either of my forts has had a problem using soap on themselves. The notes for 31.22 from 04/24/11 state, &amp;quot;Stopped inaccessible spam from cleaning jobs with soap.&amp;quot; I think that bug was squashed. I have no preference on the splitting proposal, though. [[User:JasonMel|JasonMel]] 21:17, 25 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cleaning should be an assignable job ==&lt;br /&gt;
&lt;br /&gt;
I should be able to [d]esignate cleaning. It could work exactly like smoothing stone, and utilize a cleaning ability. Only dwarves tasked with Cleaning would perform the task. Vomit and blood could give a negative thought to encourage cleaning.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:15, 12 July 2010 (UTC)&lt;br /&gt;
:Suggestions should be posted [http://www.bay12forums.com/smf/index.php?board=5.0 where the people who can implement them can see], it's not going to be seen here, sadly. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 18:27, 12 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cleanable tiles ==&lt;br /&gt;
&lt;br /&gt;
It seems to me that dorfs won't clean soil, just rock. It doesn't seem to matter whether it's natural rock, or built rock; so building stone flooring over the top of soil (where possible) is a good way of making your dorfs keep your fortress clean.&lt;br /&gt;
&lt;br /&gt;
Anybody want to confirm this/add it to the article?&lt;br /&gt;
&lt;br /&gt;
:I've heard people say constructed walkable tiles have a higher priority for cleaning than natural ones.[[Special:Contributions/99.115.139.116|99.115.139.116]] 20:48, 27 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::On 31.25 I'm seeing dirt tiles being cleaned.  It could be that a possible trigger is a dwarf changing to no job at the spot that needs cleaning.  [[User:Pierre Monteux|Pierre Monteux]] 03:19, 20 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Grates allowing contaminants to drain ==&lt;br /&gt;
&lt;br /&gt;
They do not.  pools of blood, dust, and ichor are perfectly capable of hovering over empty space, as well as staying on empty space covered by a grate.[[Special:Contributions/99.115.139.116|99.115.139.116]] 20:51, 27 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cleaning scheme ==&lt;br /&gt;
&lt;br /&gt;
In my recent fort, I built a slaughter room underground to safely dispose of invaders, grab their equipment, and clean up the resulting mess. However, while the first two parts worked (trapped invaders, trained marksdwarves, and collected reward), my dwarves never actually cleaned the room for maybe one season. I designated a meeting zone, and the dwarves idling around there immediately went to work (I should mention that I had a dedicated cleaner). So it seems to me that dwarves only clean up if they have no job and see some pollution. [[User:Qwertyu|Qwertyu]] 13:43, 10 January 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>JasonMel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Lever&amp;diff=159353</id>
		<title>v0.31:Lever</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Lever&amp;diff=159353"/>
		<updated>2012-01-11T08:20:06Z</updated>

		<summary type="html">&lt;p&gt;JasonMel: /* Labeling */ Levers, viewed with &amp;lt;t&amp;gt;, show one mechanism per connection, *plus one for the lever.* ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|07:05, 18 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''lever''' is a building constructed from one [[mechanism]] on an empty tile. Once in place, it can be linked to one or more devices such as [[door]]s, [[bridge]]s or [[support]]s, permitting you to control these other devices remotely. Order the lever to be pulled through its {{k|q}} menu. A free dwarf will get assigned the job of pulling the lever. This dwarf might be a long way away, and the delay in pulling the lever can result in [[fun]]. Levers also make good furniture choices when constructed with high-quality mechanisms.&lt;br /&gt;
&lt;br /&gt;
[[Pressure plate]]s are like levers, but are triggered by creatures or fluids directly rather than by giving an order to a dwarf. If levers are too much [[fun]], a pressure plate may be a better choice. There is more information on trap design [[trap design|here]].&lt;br /&gt;
&lt;br /&gt;
==Activation of the devices==&lt;br /&gt;
When a lever is pulled, the connected device(s) activates. What happens during activation depends on the linked device:&lt;br /&gt;
&lt;br /&gt;
* [[Door]]s and [[Hatch]]es open and close.&lt;br /&gt;
* [[Support]]s collapse, potentially causing a cave-in (pulling the lever again won't re-assemble the support, cave-in or not).&lt;br /&gt;
* [[Bridge]]s raise and lower, or retract and extend, depending on the type of bridge.&lt;br /&gt;
* [[Floodgate]]s open and close.&lt;br /&gt;
* [[Gear assembly|Gear assemblies]] toggle between engaged and disengaged (disengaged assemblies can't support other machinery).&lt;br /&gt;
* [[Restraint]]s release the creature assigned to them (leaving the restraint attached to the creature and, at present, unrecoverable).&lt;br /&gt;
* [[Cage]]s are deconstructed, releasing their occupants (needless to say, this is irreversible!)&lt;br /&gt;
* [[Spike]]s raise and lower.&lt;br /&gt;
&lt;br /&gt;
Different objects take different amounts of time to respond to activation; generally this is only a brief pause but it can be enough for a charging [[goblin]] to cover more than a few tiles.&lt;br /&gt;
&lt;br /&gt;
==Linking==&lt;br /&gt;
One [[mechanism]] is required to construct a lever, and then two more are required to '''link''' the lever with a device. The link is made by selecting the lever with {{k|q}}, choosing the type of object you want to link the lever to, and then using {{k|-}} and {{k|+}} to choose the particular object. The list is chronological by order of construction, most recently designated last, and the map will recenter on each object as you scroll through the list.&lt;br /&gt;
&lt;br /&gt;
Then you can choose what specific mechanisms you want to use to connect the device to the lever. The quality of a mechanism affects the accuracy of traps, but not the speed of activation. The first mechanism you choose is for the device end, the second for the lever end. This is important when working with [[magma]].&lt;br /&gt;
&lt;br /&gt;
A lever can be linked to any number of objects, and each object can have any number of levers controlling it.&lt;br /&gt;
&lt;br /&gt;
There is no way to de-link an object without disassembling either object or lever {{verify}}. When using a lever for a single-use purpose (cages or supports), the mechanism in the lever will remain in the lever, but the object and its mechanism will deconstruct. In this manner, a single lever might accumulate many mechanisms. Deconstructing the lever will free all these mechanisms and allow to reuse them - keep your permanent and one-time linkages to separate levers.&lt;br /&gt;
&lt;br /&gt;
==On/Off vs Open/Close==&lt;br /&gt;
Levers normally have an &amp;quot;on&amp;quot; and an &amp;quot;off&amp;quot; state, seen as whether the small tag at the top of the lever is to the left (&amp;quot;off&amp;quot; state) or the right (&amp;quot;on&amp;quot; state).  Upon being pulled, the state of the lever changes, and everything they're connected to updates to the ''corresponding'' state of that lever, and does not just ''change'' states (&amp;quot;toggle&amp;quot;).  This becomes important if you have several levers attached to the same device, or one trigger attached to several systems. &lt;br /&gt;
:Example: 2 levers (both in &amp;quot;off&amp;quot; position) are connected to a drawbridge. After pulling the first lever, the bridge will lift. Pulling the second lever tells the bridge to &amp;quot;open&amp;quot;, which it already has done - no visible effect. When it is pulled a second time it will let the bridge down. This in turn requires the ''first'' lever (still in &amp;quot;open/lift&amp;quot; position) to be pulled twice to trigger a change (lift again), and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;On&amp;quot; and &amp;quot;off&amp;quot; state is fixed and dependent on the lever, not the object that lever is linked to:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;dash to the right&amp;quot; ( '''ó''' ) is '''on'''&lt;br /&gt;
* &amp;quot;dash to the left&amp;quot; ( '''ò''' ) is '''off'''&lt;br /&gt;
&lt;br /&gt;
Note, however, that gear assemblies are ''the sole exception'' to this: Instead of On/Off triggers, they indeed '''do''' toggle.&lt;br /&gt;
&lt;br /&gt;
Several devices, such as [[floodgate]]s and [[bridge]]s, have a delayed response to all incoming signals, and will not respond to subsequent signals until the first has taken effect.  For instance, if you pull a lever attached to a floodgate on then off in rapid succession, the floodgate will only respond to the first signal, independent of the position the lever rests in eventually.&lt;br /&gt;
&lt;br /&gt;
In the unusual case that a device receives both an on and an off trigger in the exact same tick, the device will change states-- an open device will close, and a closed device will open.&lt;br /&gt;
&lt;br /&gt;
==On/Off states==&lt;br /&gt;
Objects that can be controlled by levers include:&lt;br /&gt;
&lt;br /&gt;
===== Multiple Uses =====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;step&amp;quot; is not a step that a dwarf makes, and not based on [[Frames per second|FPS]].  It's one &amp;quot;step&amp;quot; that the game advances.  When paused (via {{k|spacebar}} ), you can manually advance the game &amp;quot;1 step&amp;quot; by hitting the period ( {{k|.}} ) key.&lt;br /&gt;
&lt;br /&gt;
* [[Bridge]] – Activates 100 steps after being triggered&lt;br /&gt;
** '''On:''' Turns the bridge into either a raised drawbridge, or a retracted bridge, depending on which option was chosen when the the bridge was constructed. &lt;br /&gt;
** '''Off:''' Returns the bridge to normal.&lt;br /&gt;
&lt;br /&gt;
* [[Door]] – Activates instantly. Note that once you connect a door, it is either completely open or sealed shut. There is no &amp;quot;''closed, but can be opened by a dwarf''&amp;quot; state anymore.&lt;br /&gt;
** '''On:''' Opens the door. &lt;br /&gt;
** '''Off:''' Closes the door. &lt;br /&gt;
&lt;br /&gt;
* [[Floodgate]] –  Activates 100 steps after being triggered. &lt;br /&gt;
** '''On:''' Opens the floodgate. &lt;br /&gt;
** '''Off:''' Closes the floodgate.&lt;br /&gt;
&lt;br /&gt;
* [[Floor hatch]] – Activates instantly.  Note that, like doors, once you connect a hatch, it is either completely open or sealed shut.&lt;br /&gt;
** '''On:''' Opens the hatch.&lt;br /&gt;
** '''Off:''' Closes the hatch.&lt;br /&gt;
&lt;br /&gt;
* [[Grate]] – Activates 100 steps after being triggered. When it is open, it just disappears. Liquids go through it just the same, but it will no longer function as a floor/wall (depending on its orientation).&lt;br /&gt;
** '''On:''' Opens the grate. &lt;br /&gt;
** '''Off:''' Closes the grate. &lt;br /&gt;
&lt;br /&gt;
* [[Bars]] – Activates 100 steps after being triggered. When it is open, it just disappears. Liquids go through it just the same, but it will no longer function as a floor/wall (depending on its orientation).&lt;br /&gt;
** '''On:''' Opens the bars. &lt;br /&gt;
** '''Off:''' Closes the bars.&lt;br /&gt;
&lt;br /&gt;
* [[Trap|Upright Spear/Spikes]] – Activates 40 steps after being triggered.&lt;br /&gt;
** '''On:''' Retracts spears/spikes.&lt;br /&gt;
** '''Off:''' Extends spears/spikes.&lt;br /&gt;
&lt;br /&gt;
* [[Gear assembly]] – Activates instantly. When it is disengaged, no power goes through it and anything that is being kept up by its presence (like a [[windmill]] right on top of it) falls down.&lt;br /&gt;
** '''On:''' Toggles gear state.&lt;br /&gt;
** '''Off:''' Toggles gear state.&lt;br /&gt;
&lt;br /&gt;
===== One-Shot =====&lt;br /&gt;
&lt;br /&gt;
These items, when activated, deconstruct, and/or cannot be triggered again until re-linked.&lt;br /&gt;
&lt;br /&gt;
* [[Cage]] &amp;amp;ndash; Deconstructs the cage and releases all of its contents. The cage and its attached mechanism will be left on the floor nearby; you recover the [[mechanism]] used on the cage but you do not recover the mechanism used in the lever until you deconstruct the lever itself.&lt;br /&gt;
* [[Restraint]] &amp;amp;ndash; Deconstructs the [[Restraint|chain/rope]] and releases whatever creature it held. The restraint's mechanism will be left on the floor nearby, and the restraint itself will remain attached to the creature's neck; again, you recover the [[mechanism]] used on the restraint but you do not recover the mechanism used in the lever until deconstructing the lever itself.&lt;br /&gt;
* [[Support]] &amp;amp;ndash; Deconstructs the support, ideally without a dwarf next to it. Most commonly used to cause controlled [[cave-in]]s. The support's building material and its attached mechanism can both be recovered (unless they happen to get destroyed in said cave-in).&lt;br /&gt;
&lt;br /&gt;
==Labeling==&lt;br /&gt;
There is no built-in indication of what a lever does, and pulling them to see what will happen can be immensely [[fun]]. Using the [[note]] function is the most foolproof way of labeling levers; color-coding of levers can give some indication too.&lt;br /&gt;
&lt;br /&gt;
However, it is possible to ascertain whether or not a building has been linked to a lever by finding the building under {{k|R}} &amp;quot;View Rooms/Buildings&amp;quot; and then selecting {{k|t}} &amp;quot;Zoom to building items&amp;quot;.  A device that is actuated by a lever not only lists the components of the building but will also include a mechanism item.  Viewing the lever itself this way will display one mechanism for each building the lever is linked to (plus one mechanism from the construction of the lever itself).&lt;br /&gt;
&lt;br /&gt;
There is way to ascertain which lever is linked to what, but it becomes very hard when you have many linkable items. Find the lever, use &amp;quot;q&amp;quot; and then select &amp;quot;add new task&amp;quot;. Try for every linkable thing in your fortress, to link the lever to it. If an object isn't available for linking, that's because it is already linked. Though this method isn't very usable to find the single linked item in all of them, it is useful when you forgot whether the left or the right lever was linked to the support.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>JasonMel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Water&amp;diff=158890</id>
		<title>v0.31:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Water&amp;diff=158890"/>
		<updated>2011-12-26T16:41:58Z</updated>

		<summary type="html">&lt;p&gt;JasonMel: /* Stagnant water */ waterskins act like buckets for the purpose of displaying stagnancy ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|19:08, 6 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Water''' is a fluid found all over the world. It [[flow|flows]] from mountain springs, forming the world's [[ocean]]s, [[lake]]s, [[river]]s, and [[brook]]s. Water falls as [[rain]] and [[snow]], and freezes into [[ice]]. Water is home to a variety of [[aquatic creatures]]. Many creatures can [[Swimmer|swim]] in deep water. Air-breathing creatures that are submerged in water can [[Swimmer#Drowning|drown]] in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas.  In this version, some brooks and murky pools can be saltwater even if the fortress site is partially mountainous.  It is not known if this is a bug.  To tell the difference, attempt to set up a drinking zone including some of the water in question.  If there are zero tiles of water source available, the water is saltwater.&lt;br /&gt;
&lt;br /&gt;
Mud is a [[contaminant]] which is created any time water covers an area. Any tiles that contain mud may be used for [[Agriculture|farming]].&lt;br /&gt;
&lt;br /&gt;
Water is displayed with the symbols {{Tile|≈|1:7:1}} and {{Tile|~|1:7:1}}, sometimes colored different blues, and white, showing ripples. Water can also take on other colors indicating [[contaminant|contaminants]] such as '''blood''', '''ichor''', or '''goo'''. (The game can be [[Technical tricks#The look of the game|configured]] to show the depth instead). &lt;br /&gt;
&lt;br /&gt;
Dark-colored water symbols indicate the water is one [[Z-level]] below the camera level. Water has 7 depth levels per tile, with 1 being a shallow puddle, and 7 filling the tile completely. [[Dwarf|Dwarves]] can safely walk through water up to a depth of 4. Dwarves finding themselves in water at a depth of 5 or greater are at risk of drowning unless they are skilled at [[swimming]].&lt;br /&gt;
&lt;br /&gt;
Interestingly, water can slow falls with deep enough water and short enough falls. If the water is deep enough relative to the height of the fall, dwarves can be less injured or even completely uninjured (from a 4 level drop to a 3 level deep pool, for example)&lt;br /&gt;
&lt;br /&gt;
==Evaporation==&lt;br /&gt;
Evaporation occurs when water or [[magma]] is at a depth of 1/7. Simply having 2/7 standing water is enough to prevent evaporation. Water or magma at 1/7 depth will even evaporate if it is on top of 7/7 depth water as shown in the example bellow.&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{RT0|1|#00F}}&lt;br /&gt;
|{{RT0|1|#00F}}&lt;br /&gt;
|{{RT0|1|#00F}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{RT0|7|#00F}}&lt;br /&gt;
|{{RT0|7|#00F}}&lt;br /&gt;
|{{RT0|7|#00F}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|}&lt;br /&gt;
[[Murky pool|Murky pools]] are an exception. In '''hot''' or '''scorching''' environments a murky pool can evaporate even when it is completely full. Murky pools also generate water to simulate seasonal accumulation from rainfall. This sometimes makes it possible for a murky pool to replenish itself even when it has been completely drained.&lt;br /&gt;
&lt;br /&gt;
==Freezing/Thawing==&lt;br /&gt;
Many environments get cold enough for water to freeze in winter. When this happens, any water that is exposed above ground will [[ice|freeze into ice]]. However, water a single tile away that is in an underground tunnel will not freeze. When ice walls thaw, they always leave a 7/7 water tile regardless of how much water may have been present when the ice formed.&lt;br /&gt;
&lt;br /&gt;
When outdoor water freezes or thaws it does so instantly.  Any dwarf [[swimming]] in water when it freezes will die, and any dwarf standing on a frozen pond will fall into it when it thaws, most probably leading to [[drown]]ing.&lt;br /&gt;
&lt;br /&gt;
Mining ice can produce chunks of ice.  Taking these chunks into a stone layer will cause it eventually melt, turning it into a &amp;quot;water&amp;quot; item (much like those hauled in [[bucket]]s) which can't be used for anything. {{Bug|360}}&lt;br /&gt;
&lt;br /&gt;
[[Glacier#Cave-in_some ice_|Caving in an ice wall]] into a stone layer will cause it to instantly melt into water (provided it does not become exposed to the outdoors), which can be used to get water near the surface in a [[glacier]] biome without having to use a [[pump]] stack to pump water up from a [[cavern]] pool.&lt;br /&gt;
&lt;br /&gt;
If you constructed a [[well]] or a [[Grate|floor grate]] right over top of water and it freezes, the item will be deconstructed to its original parts, but some may fall into the water.&lt;br /&gt;
&lt;br /&gt;
==Flow==&lt;br /&gt;
Water and [[magma]] are both [[flow|fluids]] which are constantly trying to '''[[flow]]''' into adjacent tiles until they have filled all available space or until they run out of fluid. Fluids technically move in 9 directions: down, and to the sides. Fluids cannot move diagonally up or down. Fluids at a depth of 1/7 no longer attempt to move unless they can move down. Fluids under [[pressure]] can appear to travel upward until the pressure equalizes, though in reality they are moving downward and/or sideways relative to their source.&lt;br /&gt;
&lt;br /&gt;
If the flow is strong enough, it can move objects such as dwarves, pets, stones, weapons or corpses. &lt;br /&gt;
&lt;br /&gt;
Fluids in Dwarf Fortress act like a fairly thick, viscous material. This makes it possible to do highly implausible things like [[pump]] out a dry hole in the middle of a [[river]] or [[ocean]].&lt;br /&gt;
&lt;br /&gt;
==Sourced Water==&lt;br /&gt;
Water that comes from [[river]]s, [[brook]]s, [[ocean]]s, [[aquifer]]s or springs is considered to be '''sourced water'''. Any sourced water is an endless supply of water that can never run dry, although it can freeze for part of the year in colder biomes.&lt;br /&gt;
&lt;br /&gt;
When using sourced water you should strongly consider installing [[floodgate]]s and be aware of how [[pressure]] works or you could easily end up [[flood]]ing your fortress and having a lot more [[fun]] than anticipated.&lt;br /&gt;
&lt;br /&gt;
==Salt Water==&lt;br /&gt;
Dwarves can not use salt water until it has been desalinated; while healthy dwarves will usually prefer to drink [[booze]], wounded dwarves can only be given water to drink.&lt;br /&gt;
&lt;br /&gt;
To check to see if water is salty, use the {{k|i}} menu to see if the game shows the pond/pool as a water source. If the &amp;quot;water source (x)&amp;quot; is (0), then the source is salty. If not, then your dwarves will drink it.&lt;br /&gt;
&lt;br /&gt;
A [[screw pump]] can be used to desalinate water, but if the fresh water produced ever contacts salty water, the &amp;quot;saltiness&amp;quot; will conduct through the entire body of water making the reservoir permanently salty, so be careful not to drain the fresh water into salty water (including salty aquifers). Note that once a tile is marked as salty, ''it cannot be reverted without external tools''.&lt;br /&gt;
&lt;br /&gt;
Previously there was a myth that water would turn salty if it ever touched natural stone. This myth has been [http://www.bay12forums.com/smf/index.php?topic=95811 debunked], any cistern will work, except those dug into a beach, which may spontaneously turn salty (constructed cisterns on the beach are fine though).&lt;br /&gt;
&lt;br /&gt;
The old 40d method of using a [[well]] to desalinate water still works in DF2010 -- sort of.  Dwarves will drink water from a well over salt water, give it to sick dwarves and use it to clean wounds, but you cannot designate a well over salt water as a water source, and dwarves will receive unhappy thoughts, just like drinking stagnant water.  However, they won't ''die of thirst'', so this is still a viable fallback until you can build a more proper cistern.&lt;br /&gt;
&lt;br /&gt;
== Stagnant water ==&lt;br /&gt;
&lt;br /&gt;
Water taken from a murky pool or wetlands biome will be stagnant, just as water taken from near the ocean will be salty.  Dwarves get an unhappy [[thought]] if they have to drink stagnant water, and a [[doctor]] cleaning a [[wound]] with stagnant water will likely cause an [[Health care#Infection|infection]].&lt;br /&gt;
&lt;br /&gt;
[[Pump]]ing stagnant water will make it clean and, unlike with desalination, a [[reservoir|cistern]] in a wetlands biome doesn't have to be made entirely of constructed material. Moving water only via flow or with gravity won't clean it; pumping is required.&lt;br /&gt;
&lt;br /&gt;
Note that the game will only ''describe'' stagnant water as stagnant if it's in a [[bucket]] or [[flask]]/[[waterskin]]; looking at standing or flowing water with {{K|k}} won't give any indication.&lt;br /&gt;
&lt;br /&gt;
== Water laced with mud ==&lt;br /&gt;
If a water source is only one z-level deep and its floor is covered by &amp;quot;a pile of mud&amp;quot; (like most [[cavern|underground pools]]), then any water taken from it will be &amp;quot;water laced with mud&amp;quot;.  Drinking water laced with mud will give your dwarves an unhappy thought.  It might also cause [[Health care#Infection|infection]] if used to clean a [[wound]].&lt;br /&gt;
&lt;br /&gt;
Unlike stagnant water, merely moving the water with flow or gravity will take care of the problem, since it only occurs if the water source tile contains &amp;quot;a pile of mud&amp;quot;, and water coming into contact with a clean floor only creates &amp;quot;a dusting of mud&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Contaminants==&lt;br /&gt;
Contaminants that get into water currently can do very strange things. A pool of blood that gets covered by water will be pushed out of the water as the water flows creating more pools of blood at the edge of the water. Overflowing a large reservoir that contains contaminants of blood will generate a large amount of blood very quickly. This behavior is thought to be a bug.&lt;br /&gt;
&lt;br /&gt;
==Getting Rid of Unwanted Water==&lt;br /&gt;
Water will flow off the edge of the map, endlessly, which is one way to get rid of large amounts of water (evaporation works better with small amounts). Underground, there are at least two ways to accomplish this. One is to channel your excess water into a dry cavern that is open to the map edge, as the water will flow out (depending on slopes and such). The other, probably easier method, is to mine to the map edge (since you cannot mine the map edge itself, just up to it), then smooth the edge and then carve [[fortification]]s into it. Water will flow through the fortifications and off the edge of the map. Make sure your exit flow is equal to or, for safety, greater than your input. One approach that may not work well is to dump your excess water into an underground lake that is open to the map edge, as such lakes have some sort of equilibrium built into them, and your excess water can cause the lake to flood.&lt;br /&gt;
&lt;br /&gt;
Draining lakes and oceans from underneath can be a finicky task, but there's a bit of dwarven magic for it:  build a retractable bridge on the level beneath the sea bottom, with ramps directly underneath it.  Link this to a lever to control the flow as you desire.  Now evacuate the dwarves and wall off the area above the bridge.  Then, with the bridge in place, designate ramps around the bridge leading up - breaking through to the sea bottom.  Now how can the dwarves dig these squares out?  Yep, from beneath the bridge.  In this way they get the water flow started without ever getting their little feet wet.  This is a great way to set up channels one square in from the map edge near a water source, so that you can properly wall off the baddies from getting into the fort.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2010:hardcoded_materials.txt|MATERIAL|WATER}}}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>JasonMel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Water&amp;diff=152672</id>
		<title>v0.31:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Water&amp;diff=152672"/>
		<updated>2011-08-28T23:21:55Z</updated>

		<summary type="html">&lt;p&gt;JasonMel: ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|19:08, 6 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Water''' is a fluid found all over the world. It {{l|flow|flows}} from mountain springs, forming the world's {{l|ocean}}s, {{l|lake}}s, {{l|river}}s, and {{l|brook}}s. Water falls as {{l|rain}} and {{l|snow}}, and freezes into {{l|ice}}. Water is home to a variety of {{l|aquatic creatures}}. Many creatures can {{l|Swimmer|swim}} in deep water. Air-breathing creatures that are submerged in water can {{l|Swimmer#Drowning|drown}} in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas.  In this version, some brooks and murky pools can be saltwater even if the fortress site is partially mountainous.  It is not known if this is a bug.  To tell the difference, attempt to set up a drinking zone including some of the water in question.  If there are zero tiles of water source available, the water is saltwater.&lt;br /&gt;
&lt;br /&gt;
Mud is a {{l|contaminant}} which is created any time water covers an area. Any tiles that contain mud may be used for {{l|Agriculture|farming}}.&lt;br /&gt;
&lt;br /&gt;
Water is displayed with the symbols {{Tile|≈|1:7:1}} and {{Tile|~|1:7:1}}, sometimes colored different blues, and white, showing ripples. Water can also take on other colors indicating {{l|contaminant|contaminants}} such as '''blood''', '''ichor''', or '''goo'''. (The game can be {{l|Technical tricks#The look of the game|configured}} to show the depth instead). &lt;br /&gt;
&lt;br /&gt;
Dark-colored water symbols indicate the water is one {{l|Z-level}} below the camera level. Water has 7 depth levels per tile, with 1 being a shallow puddle, and 7 filling the tile completely. {{l|Dwarf|Dwarves}} can safely walk through water up to a depth of 4. Dwarves finding themselves in water at a depth of 5 or greater are at risk of drowning unless they are skilled at {{l|swimming}}.&lt;br /&gt;
&lt;br /&gt;
Interestingly, water can slow falls with deep enough water and short enough falls. If the water is deep enough relative to the height of the fall, dwarves can be less injured or even completely uninjured (from a 4 level drop to a 3 level deep pool, for example)&lt;br /&gt;
&lt;br /&gt;
==Evaporation==&lt;br /&gt;
Evaporation occurs when water or {{l|magma}} is at a depth of 1/7. Simply having 2/7 standing water is enough to prevent evaporation. Water or magma at 1/7 depth will even evaporate if it is on top of 7/7 depth water as shown in the example bellow.&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{RT0|1|#00F}}&lt;br /&gt;
|{{RT0|1|#00F}}&lt;br /&gt;
|{{RT0|1|#00F}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{RT0|7|#00F}}&lt;br /&gt;
|{{RT0|7|#00F}}&lt;br /&gt;
|{{RT0|7|#00F}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|}&lt;br /&gt;
{{l|Murky pool|Murky pools}} are an exception. In '''hot''' or '''scorching''' environments a murky pool can evaporate even when it is completely full. Murky pools also generate water to simulate seasonal accumulation from rainfall. This sometimes makes it possible for a murky pool to replenish itself even when it has been completely drained.&lt;br /&gt;
&lt;br /&gt;
==Freezing/Thawing==&lt;br /&gt;
Any outdoor environment can freeze seasonally. With the updates to weather and seasonal changes many environments get cold enough to freeze in winter. When this happens any water that is exposed above ground will freeze. However, water a single tile away that is in an underground tunnel will not freeze. When ice thaws it always leaves a 7/7 water tile regardless of how much water may have been present when the ice formed.&lt;br /&gt;
&lt;br /&gt;
When outdoor water freezes or thaws it does so instantly.  Any dwarf {{L|swimming}} in water when it freezes will die, and any dwarf standing on a frozen pond will fall into it when it thaws, most probably leading to {{L|drown}}ing.&lt;br /&gt;
&lt;br /&gt;
Mining ice can produce chunks of ice.  Taking these chunks into a stone layer will cause it eventually melt, turning it into a &amp;quot;water&amp;quot; item (much like those hauled in {{L|bucket}}s) which can't be used for anything. {{Bug|360}}&lt;br /&gt;
&lt;br /&gt;
{{L|Glacier#Cave-in_some ice_|Caving in an ice wall}} into a stone layer will cause it to instantly melt into water, which can be used to get water near the surface in a {{L|glacier}} biome without having to use a {{L|pump}} stack to pump water up from a {{L|cavern}} pool.&lt;br /&gt;
&lt;br /&gt;
If you constructed a {{L|well}} or a {{L|Grate|floor grate}} right over top of water and it freezes, the item will be deconstructed to its original parts, but some may fall into the water.&lt;br /&gt;
&lt;br /&gt;
==Flow==&lt;br /&gt;
Water and {{l|magma}} are both {{l|flow|fluids}} which are constantly trying to '''{{l|flow}}''' into adjacent tiles until they have filled all available space or until they run out of fluid. Fluids technically move in 9 directions: down, and to the sides. Fluids cannot move diagonally up or down. Fluids at a depth of 1/7 no longer attempt to move unless they can move down. Fluids under {{l|pressure}} can appear to travel upward until the pressure equalizes, though in reality they are moving downward and/or sideways relative to their source.&lt;br /&gt;
&lt;br /&gt;
If the flow is strong enough, it can move objects such as dwarves, pets, stones, weapons or corpses. &lt;br /&gt;
&lt;br /&gt;
Fluids in Dwarf Fortress act like a fairly thick, viscous material. This makes it possible to do highly implausible things like {{l|pump}} out a dry hole in the middle of a {{l|river}} or {{l|ocean}}.&lt;br /&gt;
&lt;br /&gt;
==Sourced Water==&lt;br /&gt;
Water that comes from {{l|river}}s, {{l|brook}}s, {{l|ocean}}s, {{l|aquifer}}s or springs is considered to be '''sourced water'''. Any sourced water is an endless supply of water that can never run dry, although it can freeze for part of the year in colder biomes.&lt;br /&gt;
&lt;br /&gt;
When using sourced water you should strongly consider installing {{l|floodgate}}s and be aware of how {{l|pressure}} works or you could easily end up {{l|flood}}ing your fortress and having a lot more {{l|fun}} than anticipated.&lt;br /&gt;
&lt;br /&gt;
==Salt Water==&lt;br /&gt;
Dwarves can not use salt water until it has been desalinated; while healthy dwarves will usually prefer to drink {{L|booze}}, they may resort to drinking water if they are forced to drink the same variety for too long, and wounded dwarves can only be given water to drink.&lt;br /&gt;
&lt;br /&gt;
To check to see if water is salty, use the {{k|i}} menu to see if the game shows the pond/pool as a water source. If the &amp;quot;water source (x)&amp;quot; is (0), then the source is salty. If not, then your dwarves will drink it.&lt;br /&gt;
&lt;br /&gt;
A {{l|screw pump}} can be used to desalinate water, but the fresh water produced must be stored in a cistern made entirely out of constructed walls and floors.  A smoothed floor does not count and is considered to be natural stone.  If the water touches any natural stone or dirt it will instantly revert the entire reservoir back to salt water.  Note that you will need a {{l|well}} to access the cistern as a water source.  &lt;br /&gt;
&lt;br /&gt;
The old 40d method of using a {{l|well}} to desalinate water still works in DF2010 -- sort of.  Dwarves will drink water from a well over salt water, but you cannot designate a well over salt water as a water source, and dwarves will receive unhappy thoughts, just like drinking stagnant water.  However, they won't ''die of thirst'', so this is still a viable fallback until you can build a more proper cistern, and it may be worthwhile to bring along a rope, a bucket, and two stone to ensure that you have the necessary equipment for building a well if you embark in a salt water biome.&lt;br /&gt;
&lt;br /&gt;
If your embark area contains multiple biomes, you may not have to build a cistern.  If an aqueduct carries fresh water to a part of the map that is not a saltwater biome, you can simply keep the water in a hewn reservoir. Furthermore, subterranean lakes may also be non-salinated.&lt;br /&gt;
&lt;br /&gt;
== Stagnant water ==&lt;br /&gt;
&lt;br /&gt;
Water taken from a murky pool or wetlands biome will be stagnant, just as water taken from near the ocean will be salty.  Dwarves get an unhappy {{L|thought}} if they have to drink stagnant water, and a {{L|doctor}} cleaning a {{L|wound}} with stagnant water will likely cause an {{L|Health care#Infection|infection}}.&lt;br /&gt;
&lt;br /&gt;
{{L|Pump}}ing stagnant water will make it clean and, unlike with desalination, a {{L|reservoir|cistern}} in a wetlands biome doesn't have to be made entirely of constructed material. Moving water only via flow or with gravity won't clean it; pumping is required.&lt;br /&gt;
&lt;br /&gt;
Note that the game will only ''describe'' stagnant water as stagnant if it's in a {{L|bucket}}; looking at standing or flowing water with {{K|k}} won't give any indication.&lt;br /&gt;
&lt;br /&gt;
== Water laced with mud ==&lt;br /&gt;
If a water source is only one z-level deep and its floor is covered by &amp;quot;a pile of mud&amp;quot; (like most {{L|cavern|underground pools}}), then any water taken from it will be &amp;quot;water laced with mud&amp;quot;.  Drinking water laced with mud will give your dwarves an unhappy thought.  It might also cause {{L|Health care#Infection|infection}} if used to clean a {{L|wound}}.&lt;br /&gt;
&lt;br /&gt;
Unlike stagnant water, merely moving the water with flow or gravity will take care of the problem, since it only occurs if the water source tile contains &amp;quot;a pile of mud&amp;quot;, and water coming into contact with a clean floor only creates &amp;quot;a dusting of mud&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Contaminants==&lt;br /&gt;
Contaminants that get into water currently can do very strange things. A pool of blood that gets covered by water will be pushed out of the water as the water flows creating more pools of blood at the edge of the water. Overflowing a large reservoir that contains contaminants of blood will generate a large amount of blood very quickly. This behavior is thought to be a bug.&lt;br /&gt;
&lt;br /&gt;
==Getting Rid of Unwanted Water==&lt;br /&gt;
Water will flow off the edge of the map, endlessly, which is one way to get rid of large amounts of water (evaporation works better with small amounts). Underground, there are at least two ways to accomplish this. One is to channel your excess water into a dry cavern that is open to the map edge, as the water will flow out (depending on slopes and such). The other, probably easier method, is to mine to the map edge (since you cannot mine the map edge itself, just up to it), then smooth the edge and then carve {{L|fortification}}s into it. Water will flow through the fortifications and off the edge of the map. Make sure your exit flow is equal to or, for safety, greater than your input. One approach that may not work well is to dump your excess water into an underground lake that is open to the map edge, as such lakes have some sort of equilibrium built into them, and your excess water can cause the lake to flood.&lt;br /&gt;
&lt;br /&gt;
Draining lakes and oceans from underneath can be a finicky task, but there's a bit of dwarven magic for it:  build a retractable bridge on the level beneath the sea bottom, with ramps directly underneath it.  Link this to a lever to control the flow as you desire.  Now evacuate the dwarves and wall off the area above the bridge.  Then, with the bridge in place, designate ramps around the bridge leading up - breaking through to the sea bottom.  Now how can the dwarves dig these squares out?  Yep, from beneath the bridge.  In this way they get the water flow started without ever getting their little feet wet.  This is a great way to set up channels one square in from the map edge near a water source, so that you can properly wall off the baddies from getting into the fort.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2010:hardcoded_materials.txt|MATERIAL|WATER}}}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>JasonMel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Duck&amp;diff=150211</id>
		<title>v0.31:Duck</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Duck&amp;diff=150211"/>
		<updated>2011-06-10T03:47:02Z</updated>

		<summary type="html">&lt;p&gt;JasonMel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|18:25, 27 March 2011 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=&lt;br /&gt;
|meat=&lt;br /&gt;
|fat=&lt;br /&gt;
|skull=1&lt;br /&gt;
|horn=&lt;br /&gt;
|hoof=&lt;br /&gt;
|lung=&lt;br /&gt;
|intestine=&lt;br /&gt;
|spleen=&lt;br /&gt;
|kidney=&lt;br /&gt;
|eye=&lt;br /&gt;
|brain=&lt;br /&gt;
|heart=&lt;br /&gt;
|liver=&lt;br /&gt;
|tripe=&lt;br /&gt;
|sweetbread=&lt;br /&gt;
|skin=&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
A duck is a small {{L|domestic animal|domestic bird}}. A male of the species is known as a &amp;quot;drake&amp;quot;, and the young are known as &amp;quot;ducklings&amp;quot;. It is one of the few domestic birds that can also be found as a wild population in the correct {{L|biome}}.&lt;br /&gt;
&lt;br /&gt;
Ducks are the smallest of the common domestic poultry, so small that they need not be {{L|butchery|butchered}}, and indeed cannot be. They take two years to grow to full size, and have a relatively short lifespan. These qualities make raising ducks a poor choice for a {{L|meat industry}}. However, on average, ducks lay the second most eggs of any domestic bird (8-13, exceeded only by {{L|turkey}}s' 10-14), and, like all domestic poultry, grow to adulthood in one year, making them a decent choice for {{L|egg production}}.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* {{L|Domestic_animal#Comparison_of_domestic_poultry|Comparison of domestic poultry}}&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>JasonMel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Duck&amp;diff=150210</id>
		<title>v0.31:Duck</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Duck&amp;diff=150210"/>
		<updated>2011-06-10T03:40:27Z</updated>

		<summary type="html">&lt;p&gt;JasonMel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|18:25, 27 March 2011 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=&lt;br /&gt;
|meat=&lt;br /&gt;
|fat=&lt;br /&gt;
|skull=1&lt;br /&gt;
|horn=&lt;br /&gt;
|hoof=&lt;br /&gt;
|lung=&lt;br /&gt;
|intestine=&lt;br /&gt;
|spleen=&lt;br /&gt;
|kidney=&lt;br /&gt;
|eye=&lt;br /&gt;
|brain=&lt;br /&gt;
|heart=&lt;br /&gt;
|liver=&lt;br /&gt;
|tripe=&lt;br /&gt;
|sweetbread=&lt;br /&gt;
|skin=&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
A duck is a small {{L|domestic animal|domestic bird}}. A male of the species is known as a &amp;quot;drake&amp;quot;, and the young are known as &amp;quot;ducklings&amp;quot;. It is one of the few domestic birds that can also be found as a wild population in the correct {{L|biome}}.&lt;br /&gt;
&lt;br /&gt;
Ducks are the smallest of the common domestic poultry, so small that they need not be butchered, and indeed cannot be. They take two years to grow to full size, and have a relatively short lifespan. These qualities make raising ducks a poor choice for a {{L|meat industry}}. However, on average, ducks lay the second most eggs of any domestic bird (8-13, exceeded only by {{L|turkey}}s' 10-14), and, like all domestic poultry, grow to adulthood in one year, making them a decent choice for {{L|egg production}}.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* {{L|Domestic_animal#Comparison_of_domestic_poultry|Comparison of domestic poultry}}&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>JasonMel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Melt_item&amp;diff=150188</id>
		<title>v0.31 Talk:Melt item</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Melt_item&amp;diff=150188"/>
		<updated>2011-06-09T20:47:18Z</updated>

		<summary type="html">&lt;p&gt;JasonMel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Using version 0.31.25, I only melted 2 copper battle axes, and I got a copper bar. So the ones I used must have yielded more than 4/10 of a bar each. They were starting equipment, if that makes any difference. -- JasonMel&lt;/div&gt;</summary>
		<author><name>JasonMel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Melt_item&amp;diff=150142</id>
		<title>v0.31 Talk:Melt item</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Melt_item&amp;diff=150142"/>
		<updated>2011-06-09T02:01:39Z</updated>

		<summary type="html">&lt;p&gt;JasonMel: Bar yield for weapon &amp;gt;0.4?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Using version 0.31.25, I only melted 2 copper battle axes, and I got a copper bar. So the ones I used must have yielded more than 4/10 of a bar each. They were starting equipment, if that makes any difference.&lt;/div&gt;</summary>
		<author><name>JasonMel</name></author>
	</entry>
</feed>